To Egyptian Gods

egyptian border

 Re-Horakhty is a combined deity of Horus and Re, and is usually depicted as a falcon-headed man wearing a sun disk on his head. By themselves, Re and Horus sometimes share similar iconography. Based on New Kingdom tomb paintings. 22 December 2007 (UTC) Author Jeff Dahl  Re-Horakhty is a combined deity of Horus and Re, and is usually depicted as a falcon-headed man wearing a sun disk on his head. By themselves, Re and Horus sometimes share similar iconography. Based on New Kingdom tomb paintings. 22 December 2007 (UTC) Author Jeff Dahl

Ra is the father of the pantheon. He gave birth to Shu, who became the air, and Tefnut, who became moisture. He is the grandfather of Geb (the earth) and Nut (the sky), and the great-grandfather of Osiris, Isis, Set, and Nephythys. Together, these gods form the Great Ennead of Heliopolis, the city of the sun. He is said to have created mortal man from his tears.

Every day, Ra rises above Manu (the hill of sunrises) aboard his great boat Manlet and looks down upon the world with his blazing eye (the sun). Manlet is a large war galley that was constructed from solar flames and is sheathed in an aura of fire that will inflict 40 points of damage each round (no saving throw) to any being that touches the craft without Ra's permission. At night, Manjet transforms itself into Mesektet, a funeral barge, and Ra guides it back across the waters of the underworld, so that he may once again cross the sky in the morning. In both forms, the craft radiates an antimagic shell that prevents anyone but Ra from employing spells. In addition to its obvious ability to fly, the craft can become invisible, assume a wraithform, or plane shift when commanded to do so by Ra. Thrice per day Ra can command Manlet (but not Mesektet) to deliver a bolt of solar fire at any target in his sight. This bolt always hits and inflicts 100 points of damage (no saving throw and no defense).

There is a great bond between Ra and the pharaohs of the kingdom of the Sun. Without his divine grace, they cannot rule. Anyone who claims the throne without approval from the sun god will be instantly consumed by fire. There is no warning, no chance of Survival, and no hope of resurrection.

Ra is the patron of many things, but is most commonly associated with the sun and kings. He is noted for his diplomatic skill and his general dislike for the humans he created from his tears.

Role-playing Notes

Ra maintains a low profile. He has little interest in the affairs of men, for he finds them bothersome and petty. His stature as King of the Gods and as the God of Kings, however, makes him an important figure in daily life. Thus, he does his best to be a responsible deity and watches over his followers on Earth. Omens from Ra often take the form of strange behavior on the part of the sun.

Duties of the Priesthood

Priests of Ra are often the advisors to kings, if not kings themselves. Priests of Ra must greet him each morning as he guides Manlet into the sky and bid him farewell at dusk when he leaves the sky. Failure to meet these obligations is certain to result in the loss of spells until the oversight is corrected


One of two identical holy fish that eternally Swim with the sun-god Ra's ship, constantly looking out for danger. The other fish is Anet.

The Lore of the Gods
Book 3 - The Egyptian Gods

Lead Designers
Steven Creech and Kevin Ruesch Lead Editor Steven Schend Creative Director Jim Butler Art Director
Todd Morasch Artwork Aaron D. Siddal

Ra is the most important of the Egyptian gods as the Egyptian sun god and creator god. He personifies the sun and was believed to carry it across the sky, as his symbolic crown suggests.

Ra appears as a man with the head of a falcon crowned with the sun disc encircled by the uraeus (a stylized representation of the sacred cobra). The sun itself is taken to be either his body or his eye. He is said to traverse the sky each day in a solar barque and pass through the underworld each night on another solar barque only to reappear in the east each morning making a complete circuit of the cosmos.

He is also considered to be an underworld god, closely associated in this respect with Osiris, and therefore depicted as a ram-headed figure in this capacity. Ra is closely associated with both Horus and Amon, which can be seen by the falcon head. Upon the unification of Egypt’s upper and lower kingdoms, Amon and Ra merged to become Amon-Ra, the Creator.

With his principal cult center being in Heliopolis, Ra is thought to be the sacred god of the pharaohs. The pharaohs believed that upon death, they ascended to join the sun god’s entourage and should rightly be considered “Sons of Ra.” According to Egyptian oracles, Ra created himself from the primordial lotus blossom and then created the gods Shu (air) and Tefnut (moisture). Humankind was created from Ra’s own tears while the gods Hu (authority) and Sia (mind) formed from his blood.

The Sun God; The Creator God

Greater Deity
Solar disk encircled by a serpent, Falcon, Sun
Sacred Animal: Falcon

Home Plane: The Solar Barge, Heliopolis
Alignment: Lawful good
Traditional Allies: Amon, Horus, Sehkmet, Shu
Traditional Foes: Set, undead
Nobility, sun, supreme, vengeance
Worshipers: Rulers and viziers, fighters, paladins, monks
Cleric Alignments: LG, LN, NG
Domains: Glory, Good, Law, Nobility, Sun, War
Favored Weapon:Morningstar, Khopesh
Divine Artifact:
Deshret (The Red Crown)
Favored Class: clerics, paladin
Favored Race:
Elf, Human
Benefits: clerics and paladins of Ra may cast searing light (as the spell) 3/day.

The ruler of the Pharaonic pantheon, Re-Horakhty is the resplendent lord of the sun, steering the Solar Barge across the sky and through the underworld at night. He appears as a strong, dark skinned human with the head of a hawk.

Paladin 20/Monk 20/Cleric 10
Medium-Size outsider
Divine Rank 19
Hit Dice 20d8+180 (outsider) plus 20d10+180 (Pal) plus 20d8+180 (Mnk) plus 10d8+90 (Clr) (1,230 hp)
Initiative +13 (+9 Dexterity, +4 Improved Initiative)
Speed 180 ft.
AC 101 (+9 Dexterity, +20 monk, +19 divine, +32 natural, +11 deflection)
Attacks* +5 brilliant energy holy lawful Khopesh +81/+76/ +71/+66 melee or +5 keen lawful vorpal unarmed +80/+77/+74/ +71/+68 melee; or spell +75 melee touch or +73 ranged touch
*Always receives a 20 on attack rolls; roll die to check for critical hit.
Damage* +5 brilliant energy holy lawful Khopesh 1d8+21/17–20 or +5 keen lawful vorpal unarmed 2d12+16/19–20 or by spell *Always does maximum damage (Khopesh 29 points, unarmed 40 points).
Face/Reach 5 ft. by 5 ft./5 ft.
Special Attacks Domain powers, salient divine abilities, spell-like abilities, smite evil (3/day, +11 on attack and +60 on damage), unarmed strike, flurry of blows, stunning attack (20/day, DC 36), ki strike +3, quivering palm, turn undead (paladin) 14/day (as Clr18), turn or rebuke undead 18/day.
Special Qualities Divine immunities, DR 54/+4, fast healing 39, spontaneous casting of divine spells, understand, 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, detect evil, divine grace, lay on hands (220 hp/day), divine health, aura of courage (+8 to morale), remove disease (6/week), paladin mount with celestial template, evasion, still mind (+2 against enchantment), slow fall (any distance), purity of body, wholeness of body (40 hp), leap of the clouds, improved evasion, diamond body, abundant step, timeless body, tongue of the sun
and the moon, empty body, perfect self, SR 51, divine aura (19 miles, DC 40).
Saves* Fort +65, Ref +65, Will +72. *Always receives a 20 on saves.
Abilities Strength 32, Dexterity 29, Constitution 29, Intelligence 29, Wisdom 42, Charisma 32.
Skills* Balance +70, Concentration +98, Diplomacy +102, Heal +85, Intimidate +50, Intuit Direction +75, Jump +52, Knowledge (arcana) +78, Knowledge (geography) +48, Knowledge (history) +48, Knowledge (nobility and royalty) +53, Knowledge (the planes) +68, Knowledge (religion) +88, Listen +65, Scry +38, Search +68, Sense Motive +75, Spellcraft +78, Spot +75, Tumble +80. *Always receives a 20 on checks.
Feats Blind-Fight, Blindsight 5-ft. Radius, Cleave, Combat Reflexes, Deflect Arrows, Divine Might, Divine Vengeance, Dodge, Empower Spell, Combat Expertise, Extra Turning, Great Cleave, Improved Critical (Khopesh), Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed Strike, Leadership, Mobility, Power Attack, Power Critical (Khopesh), Quicken Spell, Spring Attack, Still Spell, Superior Expertise, Weapon Focus (Khopesh), Whirlwind Attack.
Divine Immunities Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine Abilities Alter Reality, Annihilating Strike, Battlesense, Clearsight, Create Greater Object, Create Object, Divine Blast, Divine Celerity, Divine Creation, Divine Dodge, Divine Fast Healing, Divine Monk, Divine Paladin, Divine Radiance, Divine Shield, Divine Storm, Extra Domain (Law), Extra Domain (Sun), Extra Domain (War), Extra Sense Enhancement (sight), Extra Energy Immunity (fire), Lay Quest, Mass Divine Blast, Possess Mortal.
Domain Powers Turn undead with +2 on turning checks and +1d6 to turning damage; cast good spells at +1 caster level; cast law spells at +1 caster level; 19/day inspire allies (+2 morale bonus for 11 rounds); 19/day greater turning.
Spell-Like Abilities

Re-Horakhty uses these abilities as a 29th-level caster, except for good and law spells, which he uses as a 30th-level caster. The save DCs are 40 + spell level. aid, blade barrier, bless weapon, bolt of glory, calm emotions, crown of glory, demand, dictum, discern lies, dispel chaos, dispel evil, disrupt undead, divine favor, divine power, endure elements, enthrall, fire seeds, fire shield, flame strike, gate, geas/quest, greater command, heat metal, hold monster, holy aura, holy smite, holy sword, holy word, magic circle against chaos, magic circle against evil, magic vestment, magic weapon, order's wrath, power word blind, power word kill, power word stun, prismatic sphere, protection from chaos, protection from evil, repulsion, searing light, shield of law, spiritual weapon, storm of vengeance, summon monster IX (as law or good spell only), sunbeam, sun burst.

Re-Horakhty is the son of Isis and Osiris. Previously called Horus, he ascended to take the place of the original sun-god, Re, after defeating Set to avenge the murder of Osiris. He absorbed the divine essence of the aging Re, increasing his power beyond that of his parents.


Re-Horakhty is the god of kings, bestowing his divine blessings upon the earthly rulers who serve him. Although kings who revere Re-Horakhty are fond of preaching about “divine right,” Re- Horakhty demands that monarchs rule wisely and justly, true to his lawful good alignment. His divine blessings can be taken away from those who prove themselves unworthy as quickly as they were given.

The kings who serve Re-Horakhty give the Pharaonic pantheon its name, since they are called pharaohs. Re-Horakhty commonly uses his Possess Mortal salient divine ability to inhabit an earthly pharaoh, thus acting simultaneously as ruler of heaven and of earth.

Re-Horakhty is a martial god, his nightly battle in the underworld representing the constant warfare that good must wage against evil. Evil, in the Pharaonic mythos, primarily means Set and his servants, especially Apep. Set is Re-Horakhty’s uncle, and killed Osiris at least in part to usurp the throne that Re-Horakhty wrested from his grasp, making the two deities implacable enemies. Re-Horakhty teaches that vigilance and readiness of arms are absolutely necessary so that Set and his minions can never succeed in stopping the Solar Barge’s nightly journey and assuming leadership of the pantheon.

Clergy and Temples

Re-Horakhty’s clerics are kings and advisors to kings. Like most Pharaonic clergy, they wear white robes, but they also adorn themselves with golden crowns, bracers, and other symbols of
their high office. His male clerics—the far majority—shave
their heads.

Re-Horakhty usually shares a temple with his parents, Osiris and Isis, though each deity has a separate inner court within the temple. These grand temples are found wherever the Pharaonic deities are worshiped. Many clerics serve all three deities.

Cleric Spells/Day: 6/9/9/8/8/6; base DC = 26 + spell level.

Paladin Spells/Day: 7/7/7/7; base DC = 26 + spell level.

Other Divine Powers 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.

Senses: Re-Horakhty can hear, touch, and smell at a distance of nineteen miles and see at a distance of thirty-eight 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: Re-Horakhty senses every action taken by a ruler on whom he has bestowed his favor, every sworn oath of vengeance, and every undertaken quest to destroy an evil foe the instant it happens and nineteen weeks into the past and the future.

Automatic Actions: Re -Horakhty can use Diplomacy, Knowledge (arcana), Knowledge (geography), Knowledge (history), Knowledge (nobility and royalty), Knowledge (the planes), or Knowledge (religion) as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round.

Create Magic Items: Re-Horakhty can create any magic weapon or armor, and any item that uses light, positive energy, or spells from the Glory or Sun domains.

The Lore of the Gods
Book 3 - The Egyptian Gods

Lead Designers
Steven Creech and Kevin Ruesch Lead Editor Steven Schend Creative Director Jim Butler Art Director
Todd Morasch Artwork Aaron D. Siddal

Deshret, the Red Crown

This is a blood-red helmet with a tall golden frill.

Deshret, the Red Crown has the following properties:

•The wearer protected by a continual Resist Energy (fire) spell.

•The wearer gains a +6 insight bonus to AC.

•The wearer can cast the following spells at will; bless, command, magic weapon, and remove fear.

Dispel Evil 5/day.

magic vestment 5/day.

•Negative energy protection 5/day.

Prayer 5/day.

searing light 5/day.

blade barrier 2/day.

Greater command 2/day.

Holy word 2/day.

Righteous Might 2/day.

All spells are equal in effect to those cast by a 20th level cleric.

egyption border

To Egyptian Gods

The Worlds of Mankind is owned and created by Mark John Goodwin

The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.