Nefret Classes

Only the following classes are available.  They are drawn from various sourcebooks as noted.
  • Adepts
    • Cleric (CR), a servant of the netjeru
    • Druid (CR), a servant of the natural world
    • Oracle (APG), a servant of spiritual mysteries
    • Sorcerer (CR), an arcane savant
    • Wizard (CR), an arcane student
  • Experts
  • Warriors
    • Fighter (CR), a skilled warrior
    • Magus (UM), an arcane warrior
    • Paladin (CR), a divine warrior
    • Ranger (CR), a natural warrior
Other classes will not be allowed.  Notes concerning particular classes and available archetypes are below.

Multi-Class Characters

Characters in this campaign are permitted to be multi-classed.  In part, this is to make up for the lack of hybrid classes (such as the Magus or Shaman).  Multi-class characters will follow the variant multiclassing rules from Pathfinder Unchained.


Additional discoveries can be found in Ultimate Combat and Ultimate Magic.  The Chirurgeon, Internal Alchemist, Preservationist, Reanimator, and Vivisectionist archetypes from Ultimate Magic are appropriate for this campaign.


The following archetypes are appropriate to this campaign:
Masterpieces from Ultimate Magic are not available.


In addition to the subdomains from the Advanced Player's Guide, which are made available by particular netjeru, clerics also have access to the archetypes from Ultimate Magic:  Cloistered Cleric, Separatist, Theologian, or Undead Lord.

Netjeru (Gods)

There are two religions active in Nefret: polytheistic Netjerism and monotheistic Atenism. Clerics may serve either faith. The majority of the Netjeru are presented in Mummy's Mask: Empty Graves as the Osirion Pantheon. These are: Anubis, Apep, Bastet, Bes, Hathor, Horus, Isis, Khepri, Maat, Neith, Nephthys, Osiris, Ptah, Ra, Sekhmet, Selket, Set, Sobek, Thoth, Wadjet.
Most references to Pharisma in Mummy's Mask can be read as references to either Nephthys or the Aten--whichever is more appropriate at the time.
The Aten and additional netjeru are presented below.

The Aten

The Aten, always spoken of with the definitive article, is not a personified god, but the divine force of life and creation. Pharaoh is the face of the Aten, and speaker of its will.
  • Portfolio:  Glory, Honor, Nobility, the Royal Family, Prosperity
  • Alignment: LG
  • Domains: Community, Glory, Good, Law, Nobility, Protection
  • Subdomains: Divine, Family, Fate, Honor, Leadership, Purity, Restoration, Revolution
  • Favored Weapon: Spear
  • Symbol: Solar disc with ray-like arms
  • Sacred Animal: None


He Who Existed Before Duality
  • Portfolio:  Balance [of Life and Death], Free Will, Magic, Sorcerers
  • Alignment: N
  • Domains:  Healing, Knowledge, Magic, Protection, Rune
  • Subdomains:   Arcane, Divine, Memory, Purity, Restoration, Wards
  • Favored Weapon: Flail
  • Symbol: A twist of flax and a pair of raised arms.
  • Sacred Animal: Snake
References to Nethys and his cult in Mummy's Mask should be read instead as references to Heka.


He Who Drives Away Evil Spirits
  • Portfolio:  Moon, Night, Protection Against the Wild
  • Alignment:  CG
  • Domains:  Animal, Chaos, Good, Healing, Strength
  • Subdomains:  Blood, Defense, Ferocity, Night, Restoration, Resurrection
  • Favored Weapon:  Dire Flail
  • Symbol: Sidelock
  • Sacred Animal: Baboon


Lord of the Processions, God of the High Plumes
  • Portfolio:  Desert, Fertility, Masculinity, Sexuality, Travelers
  • Alignment: N
  • Domains:  Charm, Liberation, Luck, Travel, Trickery
  • Subdomains:  Exploration, Freedom, Heroism, Love, Lust, Trade
  • Favored Weapon: Flail
  • Symbol: Double feather crown
  • Sacred Animal: Bull


Master of the Watery Abyss
Nun is the frog- or snake-headed, hermaphrodite god of the primordial waters, having four names to represent his four areas of authority: Amun/Amaunet [Mystery], Huh/Hauhet [Darkness], Kuk/Kauket [Eternity], and Nun/Naunet [Primordial Waters].  Together, these eight form as known as the Ogdoad--though they are a single netjer.
  • Portfolio:  Darkness, Infinity, Mystery, Primordial Waters
  • Alignment: CN
  • Domains: Air, Chaos, Darkness, Water, Weather
  • Subdomains: Ancestors, Cloud, Memory, Oceans, Protean, Storms
  • Favored Weapon: Net
  • Symbol:  Three wavy lines, signifying water
  • Sacred Animal: Frog or Snake


Druids are not unknown in Nefret, and not uncommon. While the Netjer are drawn from the gods of all races—not all races worship their gods: Grippli and Nagaji traditionally venerate the primordial environments that birthed all races as swamp and jungle druids.  Catfolk and Vanara developed traditions drawn from the open environments as desert and plains druids.  Dwarves are known to practice a mountain druid tradition.

A druid's available bonus languages include Aquan, Auran, Ignan, and Terran. These are in addition to the bonus languages normally available to the character (see Races).  The druid may select one of these as an additional bonus language.  This ability replaces the druid's usual bonus languages ability.

Only the desert, jungle, mountain, plains, and swamp druid archetypes are available. There are no other ecosystems in Nefret.  One of these archetypes must be selected.  Druids may also select any of the animal or terrain domains from Ultimate Magic.


Expanded weapon groups can be found in Ultimate Combat.  Firearms are not available.

Any archetype from the Advanced Player's Guide or Ultimate Combat is available to fighters in Nefret.


Inquisitors can be found in the service of any Netjer or the Aten. Inquisitors of the Netjeru have been at odds with each other in the past, and but are now collectively against servants of the Aten. Inquisitors of the Aten seek to covert all to Atenism, but are focused first on ousting the servants of the destructive netjer (Apep, Bastet, Sekhmet, and Set).

Nefretic inquisitors may select any of the domain-like inquisitions from Ultimate Magic.  

Furthermore, all Nefretic inquisitors gain the following alternate ability:
Bonus Feats:  At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement.These bonus feats must be selected from the following list (feats marked with an asterisk [*] are from the Advanced Player's Guide):  alertness, combat casting, cosmopolitan*, deceitful, enforcer*, improved iron will, intimidating prowess, iron will, leadership, persuasive.  To select a bonus feat, the inquisitor must otherwise meet its prerequisites.  Additional feats from other sources may be allowed with DM permission.  This ability replaces both solo tactics and teamwork feats
Any archetype that replaces both solo tactics and teamwork feats may be selected; these archetypes instead replace bonus feats.
We will not be using teamwork feats in this campaign.


Additional magus arcana can be found in Ultimate Combat and Ultimate Magic.

The following archetypes are appropriate to this campaign:


The native human spiritual tradition is based on Oracles, not clerics.  Their influence on Nefretic culture has even led to the development of other mystery traditions. It is suspected that Atenhotep I may have been an oracle, which led his to champion faith in the Aten (a mystery tradition drawing elements from Khepri and Ra).
Over time, two of the humans' mystery traditions became personified as the netjeru Khepri and Selket.  These were associated with insects to differentiate human netjeru from elvish netjeru.
Additional mysteries can be found in Ultimate Magic. The following archetypes from Ultimate Magic are also appropriate:  Enlightened Philosopher, Possessed Oracle, Seer, and Stargazer.


Paladins can be found in the service of the Aten, Horus, Khepri, Maat, Ra, and Wadjet.
Paladins are only required to be of Good alignment, not Lawful Good.  Non-lawful paladins may not use the Axiomatic weapon quality; chaotic paladins may use the Anarchic weapon quality.
The following archetypes are appropriate to this campaign:
  • Advanced Player's Guide:  Divine Defender, Hospitaler, Shining Knight, Undead Scourge (the Aten), Warrior of the Holy Light (the Aten, Kheptri, Ra)
  • Ultimate Combat:  Divine Hunter, Holy Tactician, Sacred Shield
  • Ultimate Magic:  Oathbound Paladin
    • Oath Against Corruption - the Aten, Maat
    • Oath Against Fiends - Horus
    • Oath Against Savagery - Horus, Khepri
    • Oath Against Undeath - the Aten
    • Oath Against the Wurm - Ra, Wadjet
    • Oath of Charity - Khepri
    • Oath of Chastity - the Aten
    • Oath of Loyalty - the Aten, Maat
    • Oath of Vengeane - Horus


Antipaladins, which are NPCs only, can be found in the service of Apep or Set.  The Knight of the Sepulcher archetype from Ultimate Combat is available.
Antipaladins are only required to be of Evil alignment, not Chaotic Evil.  Non-chaotic antipaladins may not use the Anarchic weapon quality; lawful anti paladins may use the Axiomatic weapon quality.


Additional combat styles can be found in the Advanced Player's Guide.

The following archetypes are appropriate to this campaign:
Ranger traps from Ultimate Magic are not available.


Additional rogue talents (and advanced talents) can be found in the Advanced Player's Guide and Ultimate Combat.  Any archetypes from these sources are also available.


A sorcerer may choose any of the following bloodlines:


There are not yet an additional rules concerning the trickster base class.


Additional hexes and patrons can be found in Ultimate Magic.


There is a rich and noble tradition of wizards in Nefret.  They are often found as scribes and viziers to nobility--as much prized as a commodity as they are for companionship.

A wizard's available bonus languages include Sphinx. This is in addition to the bonus languages normally available to the character (see Races).  This ability replaces the wizard's usual bonus languages ability.

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