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You have always been pretty so when you were

married to Pharaoh, you rejoiced in your good


fortune. The day after your wedding, your veins
filled with newfound magic. You are curious about
magic, its relation to the gods, and the many places of
power in the world.
HAPATSET
Female Ubasti Sorcerer (Wild Magic) 3
Medium, chaotic neutral
Armor Class 12
Hit Points 17 (3d6+3)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 12 (+1) 12 (+1) 15 (+2)
Saving Throws Con +3, Cha +4
Skills Acrobatics +4, Arcana +3, Deception +4,
Intimidation +4
Senses darkvision 60ft., passive Perception 10
Languages Khamet, Ubasti
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
range 20 ft./60 ft., one target. Hit: 1d4+2 piercing
damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 1d8+2 piercing damage. BACKGROUND FEATURES (PHARAOH’S WIFE)
Spell Attack. Melee or Ranged Attack: +4 to hit Harem. You understand the ways of court and of the
SPELLS SLOTS (DC 12) harem. Given time, you are able to distinguish the
movers and shakers of any court you attend. As
1- O O O O one of His wives, your presence carries a small
2- O O amount of weight at court and you may obtain
SPELLS PREPARED minor favors from courtiers and priests seeking
Cantrips – fire bolt, mage hand, prestidigitation, ray of His favor. Such favors would not put them in
frost trouble or cause them hardship.
1 – false life, magic missile, shield PROFICIENCIES
2- suggestion
Armor: None
FEATURES Weapons: Daggers, darts, slings, quarterstaffs, light
RACIAL FEATURES crossbows
Bast’s Children. You can cast speak with animals Tools: Disguise Kit (+2)
affecting only felines. This ability refreshes after EQUIPMENT
you complete a long rest. Light crossbow, dagger (2)
Nimble. You have proficiency in the Acrobatics skill. Backpack, bedroll, bracelet given to you by Pharaoh,
One of us. You can cast animal friendship affecting courtly clothes, disguise kit, hempen rope (50 ft.),
only felines. This ability refreshes after you mess kit, rations (10 days), tinderbox, torches (10),
complete a long rest. traveler’s clothes, waterskin, pouch with 5gp
Periapt of Health
Potion of healing O O

Eric Strong (Order #14575386)


CLASS FEATURES
Ubasti, Children of Bast
Sorcery Points. O O O The Ubasti are the Children of the Goddess Bast.
Create spell slot. You may create new spell slot by They are curious and prone to fits of fancy. Their
spending sorcery point. 1st level = 2; 2nd level = 3. appearance matches all type of felines, from lions,
Convert spells. You may convert spells into sorcery to panthers, to tigers, to house cats.
points. 1st level = 2; 2nd level = 3. Ubasti are extremely curious with a strong longing
Empower Spell. When you roll damage for a spell, for freedom and a desire for a lazy lifestyle filled
spend 1 sorcery point to reroll up to 3 dice. You with naps and rest.
must keep the new roll. You may use Empowered
Spell even if you already used a different Bast
metamagic option. Bast is the frivolous goddess of cats. Since she enjoys
Subtle Spell: When you cast a spell, you can spend 1 sleeping at any time of the day,
sorcery point to cast it without any somatic or she is the goddess of
verbal components. dreams, sending them to
Tides of Chaos: You can manipulate the forces of followers and teaching how
chance and chaos to gain advantage on one attack to interpret them.
roll, ability check, or saving throw. Once you do Along amongst the gods, Bast
so, you must finish a long rest before you can use does not demand her followers
this feature again. do much, making her the hardest
Any time before you regain the use of this feature, the goddess to please. What pleases her
DM can have you roll on the Wild Magic Surge one time may find her indifferent
table immediately after you cast a sorcerer spell of another.
1st level or higher. You then regain the use of this Her displeasure is typically easier to
feature. discern. When all cats abandon a
Wild Magic Surge: Immediately after you cast a home, rodent infest a house, or one
sorcerer spell of 1st level or higher, the DM can is plagued by repeated
have you roll a d20. If you roll a 1, roll on the Wild nightmares, one should quickly
Magic Surge (see Player’s Handbook) table to create seek to garner her favor.
a random magical effect.

Sekhmet
SEKHMET, CAT FAMILIAR
Tiny beast, unaligned
Armor Class 12
Hit Points 2 (1d4)
Speed 40ft., climb 30ft.
STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages -
Challenge 0 (10 XP)
Keen Smell. The cat has advantage on Wisdom
(Perception) checks that rely on smell.
ACTIONS
Claw. Melee Weapon Attack +0 to hit, reach 5 ft., one
target. Hit: 1 slashing damage.
PERIAPT OF HEALTH
Wondrous item, uncommon
You are immune to contracting any disease while you
wear this pendant. If you are already infected with
a disease, the effects of the disease are suppressed
you while you wear the pendant.

Eric Strong (Order #14575386)


Born to a simple family of brewers, you grew up
staring at the majesty of the Sun, amazed and
fascinated by its power and glory. You joined the
priests of Pharaoh to bring His glory to the common
people. To this day, you share a bond with the
common folk.
AMENHETI
Male horite cleric of Pharaoh (light) 3
Medium, neutral good
Armor Class 14 (scale mail)
Hit Points 21 (3d8+3)
Speed 35 ft.
STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 10 (+0) 16 (+3) 12 (+1)
Saving Throws Wis +5, Cha +3
Skills Animal Handling +5, Insight +5, Medicine +5,
Survival +5
Senses passive Perception 13
Languages Horite, Khamet
ACTIONS
Mace. Melee Weapon Attack: +4 to hit, one target. Hit:
1d6+2 bludgeoning damage.
Spear. Melee Weapon Attack: +4 to hit, one target. Hit:
BACKGROUND FEATURES (FOLK HERO)
1d6+2 piercing damage, of 1d8+2 piercing damage
when wielded with two hands. Rustic Charm. You fit in with commoners and they
Spell Attack. Melee or Ranged Attack: +5 to hit. will assist you when you are in need.
SPELLS SLOTS (DC 13) PROFICIENCIES
1- O O O O Armor: light armor, medium armor, shield
2- O O Weapons: simple weapons
Tools: Brewer’s tools (+2)
SPELLS PREPARED
EQUIPMENT
Cantrips – fire bolt, lay to rest, light, sacred flame, spare
the dying Mace, spear
1 – bless, burning hands, command, cure wounds, faerie Blanket, candle (10), brewer’s tools, censer, holy
fire, healing word, sanctuary symbol (amulet), iron pot, priestly vestments,
2- flaming sphere, scorching ray, spiritual weapon rations (2), set of common clothes, shovel,
FEATURES tinderbox
RACIAL FEATURES Periapt of Wound Closure
Potion of extra healing O
Great vision. You have advantage on any Wisdom 25gp
(Perception) check based on sight.
Horite Spark. You can cast fire bolt as a cantrip.
Light as a feather. You may cast feather fall upon
yourself. This ability refreshes after you complete a
short rest.

Eric Strong (Order #14575386)


CLASS FEATURES
Horite, Children of Horus
Bonus Cantrip: You always know the light cantrip. Horites are descendant of Pharaoh through the god
Channel Divinity: Radiance Of The Dawn: As an Horus. Movers and shakers of the empire, they do
action, you present your holy symbol, and any not satisfy themselves with anything. They
magical darkness within 30 feet of you is dispelled. promote and support the betterment of everything
Additionally, each hostile creature within 30 feet of around them. As such, they often rise to positions
you must make a Constitution saving throw. A of leadership because of their inner drives.
creature takes 2d10+3 radiant damage on a failed
saving throw, and half as much damage on a Pharaoh
successful one. A creature that has total cover from Pharaoh is the living god and the ruler
you is not affected. of the gods and of mortals. He is
Channel Divinity: Turn Undead As an action, you the physical embodiment of the
present your holy symbol and speak a prayer Sun and His will is supreme and
censuring the undead. Each undead that can see or absolute. Under His kind and
hear you within 30 feet of you must make a benevolent leadership,
Wisdom saving throw. If the creature fails its Akhamet became a land of
saving throw, it is turned for 1 minute or until it opportunity, plenty, and
takes any damage. A turned creature must spend enlightenment.
its turns trying to move as far away from you as it Pharaoh is the one who chases
can, and it can't willingly move to a space within away darkness every day
30 feet of you. It also can't take reactions. For its and brings safety to all who
action, it can use only the Dash action or try to dwell in His light. Pharaoh
escape from an effect that prevents it from moving. has many children from his
If there's nowhere to move, the creature can use thousands of wives and
the Dodge action. concubines over the years.
Warding Flare: When you are attacked by a creature As a god, his children are of
within 30 feet of you that you can see, you can use many different races.
your reaction to impose disadvantage on the attack Pharaoh ruled for at least two
roll, causing light to flare before the attacker before millennia, but is now dying.
it hits or misses. An attacker that can't be blinded is What will happen next is unclear but should
immune to this feature. Pharaoh die, the Sun will blink out of the sky and
You regain all expended uses when you finish a long an endless night will come.
rest. Although everyone worships Pharaoh, those who
O O O dedicate themselves to him form a special caste
LAY TO REST within the Priesthood. His priests are involved in
Necromancy cantrip every aspects of society.
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: Instantaneous
This spell prevents a touched corpse from animating.
Casting this spell does not prevent a corpse from
animating without the use of more powerful
magic.
PERIAPT OF WOUND CLOSURE
Wondrous item, uncommon (requires attunement)
While you wear this pendant, you stabilize whenever
you are dying at the start of your turn. In addition,
whenever you roll a Hit Die to regain hit points,
double the number of hit points it restores.

Eric Strong (Order #14575386)


Born on an island on the Endless Sea from a
sailor father and a priestess of Khem, you heard the
call of the Lady-of-the-Waves from the day you could
walk and dreamt of seeing the world. You join
Pharaoh’s navy one day when your mother looked the
other way. You have been traveling the world since.
RAMAHEB
Male khemite ranger (archer) 3
Medium, neutral
Armor Class 16 (scale mail)
Hit Points 28 (3d10+6)
Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 10 (+0)
Saving Throws Str +3, Dex +5
Skills Athletics +3, Investigation +3, Nature +3,
Perception +4, Stealth +5
Senses passive Perception 14
Languages Horyrehmet, Khamet, Sahuagin, Sethru
ACTIONS
Longbow. Ranged Weapon Attack: +7 to hit, range 150
ft./ 600 ft. one target. Hit: 1d8+3 piercing damage.
Shortsword. Melee Weapon Attack: +5 to hit, one
target. Hit: 1d6+3 slashing damage.
Belaying pin (club). Melee Weapon Attack: +3 to hit,
one target. Hit: 1d4+1 bludgeoning damage.
BACKGROUND FEATURES (SAILOR)
SPELLS SLOTS (DC 12)
Ship’s Passage: When you need to, you can secure
1- O O O
free passage on a sailing ship for yourself and your
SPELLS PREPARED adventuring companions. You might sail on the
1 – cure wounds, hunter’s mark, longstrider ship you served on or another ship you have good
FEATURES relations with (perhaps one captained by a former
RACIAL FEATURES crewmate). Because you're calling in a favor, you
can't be certain of a schedule or route that will
Adapted to heat. You have advantage on any saving meet your every need. Your Dungeon Master will
throw made to resist the effects of the heat, which determine how long it takes to get where you need
includes when wearing medium or heavy armor. to go. In return for your free passage, you and your
CLASS FEATURES companions are expected to assist the crew during
Favored Enemy (monstrosities) Advantage on the voyage.
Wisdom (Survival) and Intelligence checks to PROFICIENCIES
know about enemies. Armor: light armor, medium armor, shield
Fighting Style. (archery, +2 with ranged weapons) Weapons: simple weapons, martial weapons
Horde Breaker. Once per turn, when you make an Tools: Navigator’s tools (+2)
attack, you can make another attack against a
different creature within 5 ft. of original.
Natural Explorer (coast). per PHB.
Primeval Awareness. Per PHB.

Eric Strong (Order #14575386)


EQUIPMENT
Khemites, Children of
longbow, short sword (2), club
backpack, bedroll, hempen rope (50ft), lucky charm, Khem
mess kit, rations (10), set of common clothes, silken Khemites are human and the descendants of Pharaoh
rope (50ft.), tinderbox, torch (10) and the goddess Khem. Like the waves she lords
Ring of swimming over, they are numerous with a vast array of
Potion of healing O O interests and abilities.
45gp Khemites form the largest community in Akhamet.
RING OF SWIMMING They are found in the cities, in the desert, on the
Ring, uncommon islands, and in the mountains of the Godswall.
You have a swimming speed of 40 feet while wearing
this ring. Khem
Khem is the goddess of the sea and magic.
She is a capricious goddess who
respects no boundaries and goes
wherever she pleases. However, she
enjoys being the center of attention
and can be cajoled into doing
what others want.
Irrigation, canals,
reservoirs, man-made
ponds bring about the favor
of the goddess.
Like water, Khem is highly
accommodating when
happy. When unhappy, she
creates storms and massive
waves that destroy the
coastline and ships.

Eric Strong (Order #14575386)


Born to a disfavored concubine of Pharaoh, you
grew up learning from the mummies of the Order of
Lost Princes. You became fascinated with death and
the Afterlife. Reaching adulthood, you joined the
Church of Anubis as a necropolis guard. You
inherited Jackal’s tail from your mother.
PRINCESS AKAT
Female Retid – Khemite Paladin 3 (Oath of devotion)
Medium, lawful neutral
Armor Class 19 (chain mail, shield)
Hit Points 25 (3d10+3)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 12 (+1) 11 (+0) 16 (+3)
Saving Throws Str +5, Cha +5
Skills Athletics +5, History +3, Medicine +2, Religion
+3
Senses passive Perception 10
Languages Anubian, Khamet
ACTIONS
Jackal’s Tail. Melee Weapon Attack: +6 to hit, one
target. Hit: 1d8+4 bludgeoning damage.
Flail. Melee Weapon Attack: +5 to hit, one target. Hit:
1d8+3 bludgeoning damage.
Shortbow. Ranged Weapon Attack: +2 to hit, range
80/320 ft. one target. Hit: 1d6 piercing damage.
Spell Attack. Melee or Ranged Attack: +5 to hit
SPELLS SLOTS (DC 13)
1- O O O
SPELLS PREPARED
Cantrip – light, sacred flame
1 – compel duel, cure wounds, protection from evil and
good, sanctuary, searing smite, shield of faith
1/Long Rest – guiding bolt
FEATURES
RACIAL FEATURES BACKGROUND FEATURES (INITIATE OF THE
Scion of the Sun. You may cast light and sacred flame ORDER OF LOST PRINCES)
as cantrips. Life of Seclusion: What was the reason for your
Wrath of the Sun. You may cast guiding bolt once per isolation, and what changed to allow you to end
long rest. your solitude? You can work with your DM to
determine the exact nature of your seclusion, or
you can choose or roll on the table below to
determine the reason behind your seclusion.

Eric Strong (Order #14575386)


CLASS FEATURES
Retid, Children of
Channel Divinity: Select one of the two options
below: Pharaoh
Sacred Weapon Per PHB. As an action, for 1 minute Retids are the children of Pharaoh with one of his
add your Charisma modifier to attacks with the many wives. They typically have the title of Prince
weapon, counts as magical and emits light in 20ft or Princess, but this title means very little. Many
radius. feel a need to impress their father. They often turn
Turn the Unholy Per PHB. As an action all fiends and to the worship of Horus as the god of youth, First
undead within 30ft must make a DC 13 Wisdom son of Pharaoh.
saving throw or flee for 1 min. or until it takes
damage.
Anubis
Divine Health. You are immune to disease. Anubis is the lord of the Underworld
Divine Smite. Per PHB. On a hit, expend a spell slot guiding souls through to final
to deal +2d8 radiant damage. judgment where their eternal fate
Lay on Hands. Per PHB. As an action you may heal is determined. He takes his
target from the number of points you select. task very seriously and
OOOOO OOOOO OOOOO actively opposes those who
Tenets of Devotion Though the exact words and cheat death on purpose.
strictures of the Oath of Devotion vary, paladins of Anubis demands that his
this oath share these tenets. followers protect life and
 Honesty. Don't lie or cheat. Let your word be make sure the rites for the
your promise. dead are maintained and
 Courage. Never fear to act, though caution is that their final resting place
remain undisturbed. His
wise.
clergy tends to be dour,
 Compassion. Aid others, protect the weak, and
quiet and direct, having
punish those who threaten them. Show mercy to
little time for politics or
your foes, but temper it with wisdom.
overelaborate fanciful talk.
 Honor. Treat others with fairness, and let your
Most of his followers work
honorable deeds be an example to them. Do as
in the medical arts: embalming or medicine.
much good as possible while causing the least
amount of harm.
 Duty. Be responsible for your actions and their
consequences, protect those entrusted to your
care, and obey those who have just authority
over you.
PROFICIENCIES
Armor: heavy armor, light armor, medium armor,
shields
Weapons: martial weapons, simple weapons
Tools: playing cards (+2)
EQUIPMENT
Jackal’s Tail (+1 silvered flail), flail, shortbow
Backpack, bedroll, hempen rope (50 ft), mess kit,
rations (10 days), torch (10), waterskin
Potion of extra healing O
25gp

Eric Strong (Order #14575386)


You spent your youth reading about the greatest
constructions in Akhamet, the lives of their builders,
and the secret side notes left by other in these scrolls.
You know how build and repair public works, but
also how to break into them. A skill you keep to
yourself as you work as an architect and an engineer.
TETSORA
Female Gebite Rogue (thief) 3
Small, neutral good
Armor Class 14 (leather)
Hit Points 21 (3d8+3)
Speed 25 ft.
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 16 (+3) 12 (+1) 9 (-1)
Saving Throws Dex +5, Int +5
Skills Acrobatics +5, Arcana +3, History +5, Insight
+3, Investigation +7, Perception +3, Sleight of
Hand +7, Stealth +5* CLASS FEATURES
Senses passive Perception 13 Cunning action. Once per round, you can take a
Languages Gebite, Horyrehmet, Khamet, Khamet bonus action to dash, disengage, or hide.
(hieroglyphics), Thieve’s Cant Expertise. (Bonus included) per PHB
ACTIONS Fast Hands: You can use the bonus action granted by
Rapier. Melee Weapon Attack: +5 to hit, one target. Hit: your Cunning Action to make a Dexterity (Sleight
1d8+3 piercing damage. of Hand) check, use your thieves' tools to disarm a
Dagger. Melee or Ranged Weapon Attack: +5 to hit, trap or open a lock, or take the Use an Object
range 20/60ft., one target. Hit: 1d4+3 piercing action.
damage. Second-Story Work: Climbing no longer costs you
Shortbow. Ranged Weapon Attack: +5 to hit, range extra movement. In addition, when you make a
80/320 ft. one target. Hit: 1d6+3 piercing damage. running jump, the distance you cover increases by
FEATURES a number of feet equal to your Dexterity modifier.
Sneak Attack. +2d6, per PHB.
RACIAL FEATURES
Thieves' cant. Per PHB.
Halfling Nimbleness. You can move through the PROFICIENCIES
space of any creature that is of a size larger than
yours. Armor: light armor
Quick Fingers. You are proficient in Sleight of Hand. Weapons: simple weapons, hand crossbows,
longsword, rapiers, short swords
BACKGROUND FEATURES (ARCHITECT-
Tools: carpenter’s tools (+2), mason’s tools (+2),
ENGINEER)
thieves’ tools (+2)
Eye for plans: You know how to make and read plans
for the creation of great public works. You can
provide insight and ideas for improvement on
designs. You are often called upon to supervise
tithing freemen.

Eric Strong (Order #14575386)


EQUIPMENT
Gebites, Children of Geb
Rapier, dagger (2), showbow Gebites are the children of Geb. They are an offshoot
Bottle of black ink, Hammer, hempen rope (50ft.), of the halfling race. Not gifted with strength,
hooded lantern, letter from engineering college, oil gebites instead focused on using their minds and
(2), piton (10), quill, rations (5), set of common their natural affinity with stone to become the
clothes, small knife, thieves’ tools greatest engineers in Akhamet. They are masters of
Cloak of elvenkind (attuned) astronomy and mathematics.
Potion of healing O O
50gp Geb
CLOAK OF ELVENKIND Geb is the engineer of the gods, the
Wondrous item, uncommon (requires attunement) one who shapes stone into usable
While you wear this cloak with its hood up, Wisdom shapes. Initially, a warrior god,
(Perception) checks made to see you have Geb has grown into a god of
disadvantage and you have advantage on peace, building and creating
Dexterity (Stealth) checks made to hide, as the works that help with the
cloak's color shifts to camouflage you. Pulling the defense of his people. He
hood up or down requires an action. understands and teaches that
society requires great public
works and the better those
works are executed, the
better the people quality of life. He was the one
who presented Pharaoh with the idea of the tithe
that forms the basis of the economy.
Geb is madly in love with Khem to whom he offers
loving gifts and welcomes into his domain.

Eric Strong (Order #14575386)


Born in the desert, you became a man of many
talents, that a glib tongue and the firm application of
a weapon were equally useful. You love the idea of
getting rich and hire yourself as a scholar and a
wandering tutor. What you don’t know, you fake.
TETSORA
Male sethru Bard 2/ Fighter 1
Small, neutral
Armor Class 14 (scale)
Hit Points 28 (2d8+1d10+9)
Speed 35ft.
STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 14 (+2)
Saving Throws Dex +2, Cha +4
Skills Acrobatics +1, Animal Handling +1, Arcana
+1, Athletics +4, Deception +4, History +1,
Intimidation +3, Investigation +1, Medicine +1,
Nature +2, Perception +2, Performance +3,
Persuasion +3, Religion +1, Sleight of Hand +1,
Stealth +1, Survival +2
Damage Resistances Fire
Senses darkvision 60 ft., passive Perception 12
Languages Anubian, Khamet, Sethru
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, one target. Hit: FEATURES
1d4+2 piercing damage.
RACIAL FEATURES
Glaive. Melee Weapon Attack: +4 to hit, one target. Hit:
1d10+2 slashing damage. Bite. You have a bite attack that deals 1d4 piercing
Dagger. Melee or Ranged Weapon Attack: +4 to hit, damage.
range 20/60 ft. one target. Hit: 1d4+2 piercing Sneaky. You are trained in the Stealth skill.
damage. Son of the Desert. You are resistant to fire.
Longsword. Melee Weapon Attack: +4 to hit, one target. BACKGROUND FEATURES (SAVAGE)
Hit: 1d8+2 bludgeoning damage.
Wanderer. You have an excellent memory for maps
Spell Attack. Melee or Ranged Attack: +4 to hit,
and geography, and you can always recall the
SPELLS SLOTS (DC 12) general layout of terrain, settlements, and other
1- O O O features around you. In addition, you can find
food and fresh water for yourself and up to five
SPELLS PREPARED
other people each day, provided that the land
Cantrips – true strike, vicious mockery offers berries, small game, water, and so forth.
1 – cure wounds, disguise self, dissonant whispers,
CLASS FEATURES
longstrider, thunderwave
Bardic Inspiration O O O for the next 10 minute, the
target can add 1d6 to any ability check, attack roll
or saving throw. Replenishes after a long rest.
Song of Rest. When spending hit dice, allies regain
an additional 1d6 hit points.

Eric Strong (Order #14575386)


PROFICIENCIES
Sethru, Children of Seth
Armor: light armor, medium armor, shield The Sethru are the children of Seth and share his
Weapons: simple weapons, martial weapons interest in self-advancement. Sethru organize and
Tools: drum (+2), flute (+2), horn (+2) participate in criminal networks.
EQUIPMENT Sethru are the only people that become adventurers
Glaive, dagger (2), longsword by choice and preference.
Animal furs, backpack, bedroll, candle (5), clothes Sethru are always concerned about themselves and
(costume, x2), disguise kit (+0), flute (+2), hunting their own prosperity. They are highly adaptable
trap, ration (5) and shift their alliances when faced with changing
Gloves of missile snaring (attuned) circumstances. As such, they favor professions
Potion of healing O O require travel, such as merchant or adventuring.
20gp
GLOVES OF MISSILE SNARING Seth
Wondrous item, uncommon (requires attunement) Seth is the god of the desert and night. It is
These gloves seem to almost meld into your hands said Pharaoh and Seth fought for
when you don them. When a ranged weapon centuries before the dawn of time
attack hits you while you're wearing them, you can with the winner becoming
use your reaction reduce the damage by 1d10 + master of the world.
your Dexterity modifier provided that you have a Pharaoh defeated Seth but
free hand. If you reduce the damage to 0, you can gave him dominion of the
catch the missile if it is small enough for you to desert.
hold in that hand. Seth has few public temples.
Devoting oneself to Seth
has a stigma attached to it.
Seth and his people prefer
to act away from the
revealing eye of Pharaoh
and His priests.
Seth is a selfish deity
interested in his own
advancement and self-
betterment. As lord of foreigners, he is the god of
mercenaries. Seth is willing to work alongside
anyone who will advance his agenda. Therefore his
people are sometimes swayed into helping
rebellions and criminal activity.

Eric Strong (Order #14575386)

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