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Mummy

Mummification is a common funereal rite throughout the ages. Becoming a living mummy—one capable of both motion and thought—is another thing altogether.

Most of those forced into undeath as mummies are bound to tombs, temples, and vaults as guardians. Some willingly undergo the process, embracing death to live beyond it. These willing mummies become the most powerful of their kind, rising above their brethren like an emperor above their subjects.

The horrifically painful living mummification process must be performed by others—usually a team of well?trained necromancers, priests, or ritualists—upon a still-living subject. Death by mummification is gruesome, but to be kept alive for as long as possible throughout the process is a thousandfold worse. The process usually takes weeks, beginning with forced starvation, followed by the consumption of spices and tonics that desiccate the subject’s internal organs.

Very rarely, mummies are created by natural processes occurring in locations that are cursed or inundated by negative energy. These mummies most often rise in deserts, bogs, swamps, at high altitudes, or in frigid locales.

Although the process through which they are created is less painful and far shorter in duration, the spiritual shift from living to undead is no less traumatizing.

Mummy Dedication Feat 2

Rare Archetype Dedication

Prerequisites you are dead and were mummified (by natural or ritualistic means)

Whether through natural processes or foul rituals, your body was mummified, and you’ve risen as an undead mummy. You gain the mummy and undead traits, as well as basic undead benefits.

Many effects that harm the living are far less effective against your desiccated form. Unfortunately, your dried-out body is also highly flammable. You gain the Toughness feat, but also fire weakness equal to half your level.

Your fist draws moisture from the living by touch, making it more damaging and deadly. The damage die for your fist increases to 1d6 instead of 1d4, and your fist loses the nonlethal trait.

Finally, you become supernaturally bound to the dominant terrain in which you were created, either because you formed naturally from the weather of that terrain or because of the local ingredients and methods used in an intentional mummification process. Choose arctic, desert, mountain, or swamp. This choice can’t be changed and may alter the effects of some of your feats.

Special You can’t select another dedication feat until you have gained two other feats from the mummy archetype.

One With The Land Feat 4

Archetype

Prerequisites Mummy Dedication

Your connection to your bound terrain strengthens, making you unhindered by local weather. When in your bound terrain, you ignore the effects of non-magical difficult terrain.

In addition, your experience from your bound terrain lets you ignore circumstance penalties to visual Perception checks and ignore concealment caused by certain environmental effects.

The types you ignore depend on your bound terrain.

  • Arctic Ice or snow
  • Desert Dust or sand
  • Mountain Clouds or mist
  • Swamp Rain or murky water

Semblance of Life [free-action] Feat 4

Archetype Divine Illusion Visual

Prerequisites Mummy Dedication

Trigger You deal damage to a living creature with your fist Strike or with Desiccating Inhalation.

You draw the moisture you’ve drained from others into your own flesh, temporarily taking on the appearance of life. This has the effects of illusory disguise, except you can appear only as yourself while you were a living humanoid.

Grave Mummification Feat 6

Archetype

Prerequisites Mummy Dedication

Exposure to the elements, magic, alchemy, and other phenomena intensified the changes from your mummification.

You gain the advanced undead benefits.

In addition, you gain resistance equal to half your level against any damage you’d take from your bound terrain, including its dangerous temperatures, weather, hazardous terrain, and environmental hazards.

Mummy’s Despair [two-actions] Feat 6

Archetype Aura Divine Emotion Enchantment Fear Mental

Prerequisites Mummy Dedication

Frequency once per hour

You force your mental anguish outward, projecting it upon those around you. You gain an aura of despair in a 30-foot emanation lasting 5 rounds. A creature that enters or begins its turn in the aura must succeed at a Will save against the higher of your class DC or spell DC or be frightened 1 (frightened 2 on a critical failure). A creature that succeeds at the save is temporarily immune to Mummy’s Despair for 10 minutes.

Accursed Touch Feat 8

Archetype

Prerequisites Mummy Dedication

You’ve learned to harness the supernatural curse that animates you, imbuing your most powerful attacks with a terrible curse.

When you critically hit with a fist Strike, negative energy binds to it; this is a curse and a disease. The creature takes 2d6 persistent negative damage. While the creature has this persistent damage, it’s also stupefied 1. The persistent damage increases to 3d6 at 14th level and 4d6 at 20th level. This is a critical specialization effect.

Storm Shroud [two-actions] Feat 8

Archetype Concentrate Conjuration Divine

Prerequisites Mummy Dedication

Frequency once per hour

You become surrounded by a swirling storm of rain, sand, snow, or clouds, whichever of those suits your bound terrain.

This activity has traits appropriate to the storm you create— typically earth for sand and water for rain, snow, or clouds.

You become concealed for 1 minute. You can’t use this concealment to Hide or Sneak, as normal for concealment that makes your position obvious.

Channel Rot Feat 10

Archetype

Prerequisites Accursed Touch

You’ve learned to channel your curse through weapons you wield instead of solely through your flesh. The benefits of Accursed Touch apply to any melee weapon you wield instead of only your fist Strikes.

Ensnaring Wrappings [reaction] Feat 10

Archetype

Prerequisites Mummy Dedication, expert in Athletics

Trigger Your Strike deals physical damage to a creature that is within reach of your arms and isn’t more than one size larger than you.

Some of your wrappings come loose to ensnare a creature you recently damaged. You attempt to Grapple the creature you damaged.

Terrain Form [one-action] Feat 10

Archetype Concentrate Divine Transmutation

Prerequisites Mummy Dedication

Frequency once per day

You crumble to pieces, becoming composed of the very terrain to which you’re bound, with the effects of the gaseous form spell, or you reconstitute into your normal form. The substance you’re formed of depends upon your bound terrain, and the action gains the corresponding trait or traits.

  • Arctic Snow (water)
  • Desert Sand (earth)
  • Mountain Cloud (water)
  • Swamp Mud (earth, water)

Desiccating Inhalation [two-actions] Feat 12

Archetype Divine Evocation

Prerequisites Mummy Dedication

Frequency once per hour

You draw in the moisture from nearby creatures, draining them dry to heal your wounds. Creatures in a 30-foot cone take 6d8 negative damage, with a basic Reflex save against your class DC. A creature that critically fails this saving throw is also drained 1. As long as at least one creature was damaged by your Desiccating Inhalation, you regain HP equal to your level.

At 14th level and every 2 levels thereafter, the damage increases by 1d8.

Greater Despair Feat 12

Archetype

Prerequisites Mummy’s Despair

You increase the frequency of Mummy’s Despair to once per 10 minutes instead of once per hour. A creature that critically fails its Will saving throw is paralyzed for 1 round instead of frightened 2. Mummy’s Despair gains the incapacitation trait.

Section 15: Copyright Notice

Pathfinder Book of the Dead © 2022, Paizo Inc.; Authors: Brian Bauman, Tineke Bolleman. Logan Bonner, Jason Bulmahn, Jessica Catalan, John Compton, Chris Eng, Logan Harper, Michelle Jones, Jason Keeley, Luis Loza, Ron Lundeen, Liane Merciel, Patchen Mortimer, Quinn Murphy, Jessica Redekop, Mikhail Rekun, Solomon St. John, Michael Sayre, Mark Seifter, Sen.H.H.S., Kendra Leigh Speedling, Jason Tondro, Andrew White.

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