Many have written off the desert nation of Osirion as a land lost to history, no longer a force to be reckoned with. The Ruby Prince Khemet III, personal sponsor of this faction, seeks to reacquire secrets and artifacts of Osirion’s lost glory in an effort to reclaim his nation’s destiny. (Osirian is Egypt. It has one of the oldest languages in the world, meaning that even those only fluent in its modern tongue can often still partially make out many ancient writings around the world. Great choice for treasure hunters, though there’s always an Egyptian bent.)
Know the Sands: (Fame 20, 4 PP) Your affiliation with the Osirion faction grants you insight into navigating the desert wastes of the nation’s interior. You gain a +2 circumstance bonus on Knowledge (geography) checks and Survival checks when in Osirion.
Risen Guard: (Fame 20, 8 PP) You may voluntarily be killed and resurrected, becoming one of the Ruby Prince’s elite Risen Guard. If you die in the course of an adventure and have not yet purchased this title, you may purchase it to be raised from the dead at this lower price: any future expenditures of PP to be restored from death cost the normal PP amoun. While your primary mission as such is to protect the royal family, the Ruby Prince recognizes your particular strengths and orders you to protect his interests abroad as a Pathf inder. As a Risen Guard, you may use the honorific “the Risen” after your name. You gain a +2 bonus on Fortitude saves made against death effects and on saves made to prevent a negative level from becoming permanent. Once you gain this prestige award, you can never change your faction.
The Constant: (Fame 40, 1 PP, Risen Guard) For your dedication to the Risen Guard, you may take the honorific “the Constant” in place of “the Risen.” You become specialized in Intimidate.
Attuned to the Ancestors: You were raised to believe that undead are nothing to fear—they are simply the unliving remnants of your honored ancestors. Once per day, you can surround yourself with an aura of unlife. Unintelligent undead ignore you unless you take action against them, per hide from undead. The protection lasts 1 round for every two character levels you possess (with a minimum of 1 round). If you take any offensive action against any undead, this effect immediately ends. This is a supernatural ability.
Dunewalker: Your people have long roamed the shifting and treacherous sands of Osirion, and you do not fear the harsh wrath of the unforgiving desert. You gain a +4 trait bonus on Fortitude saves to resist nonlethal damage from hot conditions, and you can always move through nonmagical sand as if it were normal terrain.
Mummy-Touched: As a small child, you survived the damning curse of a mummy. You gain a +2 trait bonus on saving throws versus diseases and curses.
Secrets of the Sphinx: Your ancestors paid the proper obeisance to Nethys, who granted their heirs special divinatory gifts. Once per day, you may gain a +2 trait bonus on any single Knowledge check. Additionally, choose one Knowledge skill—this skill becomes a class skill for you.
Tomb Raider: You’ve spent most of your life exploring the ancient tombs and catacombs of Osirion. You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks, and one of these skills (your choice) becomes a class skill for you.