TEXT: BY 
  JEFF LEE
  The CulT of selkeT
  
  Open Design, Kobold Press, and Demon Cults are trademarks of Open Design, LLC. 
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder® Roleplaying Game and the Pathfinder® Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder® Roleplaying Game Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Compatibility with the Pathfinder® 
  Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo Inc. See http://paizo.com/pathfinderRPG for more 
  information on the Pathfinder® Roleplaying Game.  
  Paizo Inc. does not guarantee compatibility, and does not endorse the product.
  Open Game Content:  The Open content includes the new monsters, spell, subdomain, and traits. All other material is Product 
  Identity, especially place names, character names, locations, story elements, and fiction.  
  No other portion of this work may be reproduced in any form without permission.
  ©2014 Open Design.
  www.koboldpress.com
  Design: Jeff Lee
  Editing: Scott Gable
  Cover Art: Subroto Bhaumik
  Interior Art: Bruno Balixa, Subroto Bhaumik
  Graphic Design and Layout: Marc Radle
  Accountant: Shelly Baur
  Publisher: Wolfgang Baur 
  The CulT of selkeT
  Table of Contents
  Selket’s Sting ............................................................... 3
  Leaders, Organization, and Goals ........................... 3
  The Desert Scorpians ................................................. 4
  Sadiki Sefu, Leader of the Desert Scorpians ............ 4
  The Daughter of Selket .............................................. 6
  Cult Activities and Adventure Hooks ...................... 8
  Playing for the Other Team ..................................... 10
  New Material ............................................................ 11
   
  New Monsters ..................................................... 11
   
  New Magic Item .................................................. 12
   
  New Spell ............................................................. 12
   
  Vermin Subdomain ............................................ 12
   
  New Traits ........................................................... 13
  Credits
  
  3
  Cult leaders are usually charismatic and 
  persuasive. Bards and sorcerers often take up the 
  role. Clerics of Selket and occasionally desert druids 
  with an affinity for scorpions also find positions of 
  leadership within the cult. Selket’s Sting is organized 
  in small cells. Each cultist within a cell knows one 
  another and answers to a leader. That leader alone 
  knows to whom the cell answers. The organizer of 
  a group of cells then answers to a priest of Selket. 
  That priest answers to no one but the high priestess 
  herself. Often situated at oases and caravanserai, 
  these fanatics watch for those that cross the desert 
  nomads or abuse the name or reputation of the 
  goddess. Those who fail to repent their deeds 
  frequently find death at the end of a stinger or 
  sometimes a poisoned blade. Some fall asleep and 
  drown in baths, apparent accidents.
  In recent days, the cultists have infiltrated the 
  outskirts of towns and cities in civilized areas near 
  flood plains and rivers, seeking to increase Selket’s 
  influence—through love or fear. The impetus makes 
  no difference, so long as the people recognize Selket’s 
  power. Their places of worship are secret, hidden in 
  basements or abandoned buildings, identifiable only 
  by the likeness of the goddess in sculpture or wall 
  art: a beautiful woman wearing a scorpion headdress 
  or a giant scorpion with the face of a beautiful 
  woman. Rites and celebrations within Selket’s cult are 
  orgiastic affairs with wild music played on flutes and 
  percussion instruments, braziers wafting narcotic 
  vapors, and cultists showing their faith and devotion 
  by handling scorpions. Getting stung by the creatures 
  is inevitable, but the faithful see it as a test rather 
  than as a sign of disfavor. The afflicted are treated, 
  and if they survive, it is Selket’s blessing upon them.
  Out in the dunes rest the ruins of a once great city, 
  the City of Scorpions, once and still the seat of Selket’s 
  power. Here, her high priestess resides with her 
  attendants and loyal followers within the still-intact 
  temple of Selket. A great hidden aquifer beneath the 
  city provides life-giving water to those that live there. 
  It is home to a gypsosphinx (see the Midgard Bestiary 
  for Pathfinder) set here by Selket herself as an eternal 
  guardian, and the temple contains myriad mummies 
  to defend against unwanted intruders. Any who find 
  their way in are met by the wrathful Daughter of 
  Selket, who prefers to summon all her nearby faithful 
  and venomous pets to defend against any infidels 
  daring to defile the holy place of her goddess.
  selkeT’s sTING
  For those who lead their lives in sun-scorched lands, 
  Selket’s name is both feared and revered. Her cult is 
  strong among the desert nomads. She protects her 
  faithful and grants them their place in the afterlife. 
  Her name is typically translated as “she who closes 
  the throat,” perhaps in reference to the venom of the 
  scorpion, a creature most sacred to her. However, 
  her name can also be read as “she who opens the 
  throat,” reflecting her aspect as a goddess of healing, 
  as one who meets the dead in the afterlife, reviving 
  them once more to take their place in service to 
  the gods. Civilization, however, has all but forsaken 
  her. Her city—the City of Scorpions—lies ruined 
  and forgotten in the burning wastes. Her devoted 
  servants work toward the day when she once again 
  takes her rightful place in the hearts and minds of 
  those that live in the great cities and the fertile lands 
  around them. Those who refuse Selket’s protection, 
  though, feel her sting.
  Notations: This text refer to the following 
  products: APG = Advanced Players Guide, DM 
  = Deep Magic, by Kobold Press, MB = Midgard 
  Bestiary for Pathfinder, UC = Ultimate Combat, UE 
  = Ultimate Equipment, UM = Ultimate Magic.
  leADeRs, 
  oRGANIZATIoN, 
  AND GoAls
  Those that wander the desert are Selket’s children. 
  They look to her for defense against the dangers that 
  surround them—venomous creatures, sandstorms, 
  the blazing sun—and for healing for their afflictions. 
  Should outsiders wrong them, they look to her to 
  inflict those very dangers in retribution. The new high 
  priestess of Selket, though happy with the homage 
  paid to the goddess by the nomads, is not altogether 
  satisfied with the situation. Seeing her goddess as 
  the true patron of the southern lands and the one to 
  whom its people owe their blessings, she has taken 
  it upon herself to remind the soft city folk of Selket’s 
  power. Selket’s Sting is poised to remind them of the 
  harshness of life in these climes, where one mishap—
  be it drought, fire, or poison—can change everything 
  for the worse, especially for those not in Selket’s favor.
  
  4
  The DeseRT 
  sCoRPIoNs
  Selket’s cult hosts its own assassins, named for Selket’s 
  sacred animal. They are a group of fanatical killers 
  that readily eliminate any target set before them in 
  Selket’s holy name. Unlike hired murderers, the Desert 
  Scorpions only kill those the cult’s priests denounce as 
  enemies and anyone attempting to interfere with them 
  carrying out the clergy’s divine decree. Poisoning 
  is the most common manner of execution, though 
  often their murders are set up to look like accidents 
  or divine retribution. An asp may somehow slip 
  unnoticed into a merchant’s bath. Or maybe a priest 
  known for persecuting the faithful of Selket is found 
  dead in a garden, surrounded by myriad scorpions.
  The killers of the Desert Scorpions are many and 
  varied. Alchemists, fighters, rangers, and rogues are 
  common among their ranks. Even sorcerers and 
  wizards have been known to serve with them. Many, 
  of course, take the assassin prestige class as they rise 
  in rank. Out in the desert, they wear hot weather 
  outfits the color of the sands so as to better conceal 
  themselves in the wastes. In communities, they use 
  various outfits and disguises, but a member can be 
  identified by a tattoo of a scorpion, in sepia tones, 
  concealed somewhere on the body. As the Desert 
  Scorpions are zealous fanatics, these tattoos are 
  usually only seen on the dead.
  SADIKI SEFU, LEADER OF  
  THE DESERT SCORPIONS
  SADIKI SEFU 
                             CR 12
  XP 12,800
  Male dwarf alchemist 9/rogue (poisoner) 3
  LE Medium humanoid (dwarf)
  Init +6; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 18, touch 13, flat-footed 16 (+ 4 armor, +1 
  deflection, +2 Dex, +1 natural)
  hp 93 (12d8+36)
  Fort +7, Ref +9, Will +6; +8 vs. poison, +2 vs. spells 
  and spell-like abilities
  Defensive Abilities evasion
  OFFENSE  
  Speed 20 ft.
  Melee +1 shortsword +10/+5 (1d6+2/19–20 + poison)
  Ranged +1 sling +11 (1d4+3 plus 4 fire damage)
  Alchemist Extracts Known (CL 9th)
  3rd (4/day)—cure serious wounds, fly, haste, 
  nondetection
  2nd (5/day)—cat’s grace, false life, fox’s cunning, 
  invisibility, protection from arrows
  1st (6/day)—bomber’s eyeAPG, cure light wounds, 
  detect secret doors, disguise self, shield, true strike
  Special Attacks bomb (16/day, +10/+5 ranged touch 
  [5d6+3 fire], 8 fire splash damage, DC 17 Reflex), 
  concentrate poison, delayed bomb, poison use, 
  precise bombs, smoke bomb, sneak attack (+2d6), 
  swift poisoning
  TACTICS
  Sadiki prefers to act with stealth, taking enemies by 
  surprise before they have a chance to react. Before 
  engaging a target, he may plant a delayed bomb 
  nearby, using the explosion and fire to distract any 
  guards. He is not especially brave or proud, and if 
  outnumbered or obviously outclassed, he flees, using 
  smoke bombs to cover his escape.
  STATISTICS
  Str 12, Dex 14, Con 16, Int 17, Wis 10, Cha 8
  Base Atk +8; CMB +9; CMD 21 (25 vs. bull rush 
  and trip)
  Feats Brew Potion, Extra Bombs (×2), Extra 
  Discovery, Improved Initiative, Iron Will, Master 
  Alchemist, Point Blank Shot, Throw Anything 
  Skills Acrobatics +15, Appraise +13 (+15 to appraise 
  metal or stone), Craft (alchemy) +18 (+27 to 
  crafting, +28 to craft poison), Disable Device +15, 
  Disguise +12, Fly +10, Knowledge (local) +15, 
  Perception +12, Sleight of Hand +15, Stealth +15, 
  Use Magic Device +14
  Languages Common, Draconic, Dwarven, Gnoll
  SQ alchemy (alchemy crafting +9, identify potions), 
  combat trick, master poisoner (+1 to Craft 
  [alchemy] checks to craft poison) 
  Combat Gear +1 shortsword, +1 sling and 10 
  alchemist’s bullets (loaded with alchemist’s fire), 
  potion of fox’s cunning, wand of cure light wounds 
  (50 charges), 3 doses blue whinnis, 3 doses large 
  scorpion venom, 2 doses oil of taggit, 1 dose sassone 
  leaf residue; Other Gear +1 studded leather armor, 
  amulet of natural armor +1, concealing pocketUE, ring 
  of protection +1, sandals of quick reactionUE, animal 
  glue, alchemy crafting kit, belt pouch, disguise kit, 
  formula book, masterwork thieves’ tools, silver holy 
  symbol of Selket
  
  5
  the opponent and do as much damage as possible 
  before its allies can reach the combat. Should things go 
  poorly, Gahiji uses dimension door to escape, taking 
  time to heal before ambushing the opponents later.
  STATISTICS 
  Str 30, Dex 14, Con 20, Int 18, Wis 22, Cha 24 
  Base Atk +14; CMB +26; CMD +38 (+42 vs. trip) 
  Feats Alertness, Improved Initiative, Improved 
  Natural Armor, Iron Will, Skill Focus (Knowledge 
  [arcana]), Skill Focus (Knowledge [history]), Skill 
  Focus (Knowledge [religion]) 
  Skills Bluff +15, Climb +14, Diplomacy +11, Fly 
  +7, Knowledge (arcane) +15, Knowledge (history) 
  +15, Knowledge (religion) +15, Perception +23, 
  Sense Motive +19, Stealth +11; Racial Modifiers +5 
  Perception, +5 Sense Motive 
  Languages Common, Draconic, Sphinx (if using the 
  Midgard Campaign Setting, add Darakhul to his list 
  of languages)
  SPECIAL ABILITIES
  Ability Healing (Ex) Gahiji heals 1 ability damage 
  per round in each damaged ability score.
  Blessed Life (Ex) Gahiji does not age or breathe. He 
  does not require food, drink, or sleep.
  Divine Swiftness (Ex) Gahiji is gifted with incredible 
  speed, granting him a +4 bonus on initiative rolls. 
  In addition, each of his speeds is doubled.
  Mystic Sight (Su) Gahiji sees death coming and often 
  can foretell the manner of a person’s death. This 
  ability does not come with a corresponding urge to 
  share that information, however.Gypsosphinxes are 
  notorious for hinting, teasing, and even lying about 
  a creature’s death (“If we fight, I will kill you and eat 
  your heart. I have seen it.” is a favorite bluff).
  Rake (Ex) If Gahiji succeeds with both claw attacks, 
  he is entitled to an automatic follow-up with a rake 
  attack. If the attack roll succeeds, the rake inflicts 
  2d8+12 damage and may knock targets of Large-size 
  or smaller prone. Make an immediate CMB check; if 
  the Gahiji wins, the raked creature is knocked prone.  
  Sacred Site (Ex) Gahiji is assigned to guard the 
  City of Scorpions by Selket. He is charged with 
  protecting it from harm and preventing incursions 
  from those not of the faith. Gahiji must keep his 
  vigil until Selket deems his task done. If Gahiji ever 
  moves out of the city’s area, he immediately loses 
  the divine guardian template. He cannot regain the 
  template unless he atones for his failure (usually by 
  The current leader of the Desert Scorpions is a dwarf 
  known as Sadiki Sefu. He looks like many of his 
  people that inhabit the desert areas: shaven head, 
  beard wrapped tightly in gold wire, light tunic, and 
  sandals. However, this mild, unassuming individual 
  has killed more people than half the assassins under 
  his command. He is unwavering in his loyalty to the 
  high priestess and the goddess and is a fearsome foe. 
  His position is normally one of overseer, handing 
  out missions and coordinating the movements of his 
  assassins, but should a great enemy arise to threaten 
  the cult, he does not hesitate to join the fray. Nearly all 
  the various poisons used by the cult are manufactured 
  by Sadiki, or at least under his watchful eye.
  GAHIJI  
                                          CR 11
  XP 12,800 
  Divine Guardian Gypsosphinx
  NE Huge magical beast 
  Init +10; Senses darkvision 60 ft., low-light vision, 
  mystic sight; Perception +23
  DEFENSE 
  AC 25, touch 10, flat-footed 23 (+2 Dex, +15 natural, 
  −2 size) 
  hp 147 (14d10+70); fast heal 5
  Fort +14, Ref +11, Will +12 
  Immune disease, mind-affecting effects, poison
  Defensive Abilities ability healing
  OFFENSE 
  Speed 100 ft., fly 180 ft. (perfect)
  Melee bite +22 (2d6+10) and 2 claws +17 (1d8+5) 
  Space 15 ft.; Reach 10 ft. 
  Special Attacks pounce, rake (2 claws +17, 1d8+5) 
  Spell-Like Abilities (CL 14th, +19 concentration) 
  At will—augury, detect magic, dimension door (only 
  within the City of Scorpions), see invisibility 
  3/day—alarm, comprehend languages, greater dispel 
  magic, knock, legend lore 
  1/day—arcane lock, augury, clairaudience/
  clairvoyance, commune, dismissal, forbiddance, 
  guards and wards, hold portal, slay living (DC 24)
  TACTICS
  When toying with intruders, Gahiji seeks a high 
  perch from which to look down and ask his riddles. 
  That way, when combat eventually ensues, he can 
  pounce and utilize his rake attack, usually choosing 
  a lightly armored opponent—a spellcaster, if he can 
  determine one. Should an enemy be separated from its 
  companions, he uses his divine swiftness to overtake 
  
  6
  completing some quest or via an atonement spell) 
  and reenters the city within 1 week. Otherwise, he 
  loses the template permanently, taking 6d6 points of 
  Constitution drain as the years of lost food, drink, 
  and sleep return to him tenfold.
  Gahiji, the eternal guardian, is the defender of Selket’s 
  holy city. He gleefully destroys those that come to the 
  city who are not followers. While he no longer needs to 
  eat, he still enjoys feasting on the flesh of the slain. To 
  placate his boredom, Gahiji often toys with intruders, 
  putting on a big show by making a grand entrance—
  often swooping down to perch on a pillar or arch—
  announcing himself and appearing impressive, saying 
  they can pass if they answer his riddles first. This is a 
  lie, as he is bound to destroy or repel all invaders. 
  Here are some of his favorite riddles: 
  • What begins and has no end? What is the ending of 
  all that begins? Answer: Death.
  • I’m white, I’m round, but I’m not always around. 
  Sometimes you see me, sometimes you don’t. 
  Answer: The moon. 
  • Some things, I’m told, are improved by death. Tell 
  me, what stinks when alive but, in death, smells 
  good? Answer: A pig.
  • The only weapon which sharper grows when it is 
  used in any row. Answer: A tongue.
  • Delivered by breath, scares heroes to death.  
  Answer: A riddle.
  THE DAUGHTER OF SELKET
  Dakhamunza Sat Selket—or “The Daughter of 
  Selket”—is High Priestess of the Goddess and leader 
  of her cult. All the myriad machinations against the 
  followers of other gods inevitably lead back to her. 
  She is usually found in the City of Scorpions, a once 
  great city now ruined and half-buried in the dunes. 
  Her constant companion, Chatha, a giant scorpion, 
  is never far from her side. The temple also contains 
  many guardian mummies of both the normal and the 
  venomous variety (see the New Material section of 
  this book) as well as living cultists that participate in 
  secret rites and brew the deadly toxins that Selket’s 
  Sting uses against their enemies.
  DAKHAMUNZA SAT SELKET 
       CR 14
  XP 38,400
  Female human cleric 15
  NE Medium humanoid
  Init +3; Perception +5
  Aura doom (20 ft., shaken, Will DC 20 negates)
  DEFENSE
  AC 27, touch 13, flat-footed 27 (+ 9 armor, +4 
  deflection, −1 Dex, +1 natural, +4 shield)
  hp 131 (15d8+60)
  Fort +14, Ref +5, Will +15; +3 vs. poison
  Defensive Abilities vermin sanctuary
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee +2 impervious scorpion whip +18/+13 
  (1d4+5) or +1 heavy mace +17/+12 (1d8+4)
  Cleric Spells Prepared (CL 15th; concentration +19)
  8th—firestorm (DC 23), summon nature’s ally VIIID
  7th—blasphemy (DC 22), destructionD (DC 23), 
  ethereal jaunt
  6th—antilife shellD, blade barrier (DC 21), harm 
  (DC 22), heal
  5th—cleanseAPG, silent and still dispel magic, giant 
  verminD, insect plague, righteous might, slay living 
  (DC 20)
  4th—aura of doomUM (DC 20)*, greater summon 
  swarmD, neutralize poison, poison (DC 20), 
  restoration, spit venomUM (DC 19)
  3rd—bestow curse (DC 18), cure serious wounds, 
  dominate animalD (DC 18), invisibility purge, magic 
  vestment*, sands of timeUM
  2nd—bear’s endurance*, bull’s strength*, death knell 
  (DC 18), desecrate, eagle’s splendor*, ghoul touchD 
  (DC 19)
  1st—bane (DC 16), bless, cause fearD (DC 17), 
  command (DC 16), divine favor, shield of faith*, sun 
  metalUC
  0—bleed, create water, detect poison, resistance*
  *Consider these spells already cast if Dakhamunza 
  is prepared for combat.
  Domains Undead (Death subdomain), Vermin 
  (Animal subdomain)
  Special Attacks channel negative energy (7/day, 7d6, 
  Will save DC 25)
  TACTICS
  Dakhamunza prefers to use her spells and channeling 
  from a distance to allow her underlings to engage 
  opponents, but if pressed, she engages with her 
  
  7
  
  8
  scorpion whip while mounted on Chatha. Should 
  an enemy get in close, she unleashes a harm or 
  spontaneously cast inflict spell to do as much 
  damage as possible. 
   
  When not prepared for combat, Dakhamunza’s 
  stats are adjusted as follows: AC 20, touch 9, flat-
  footed 20; hp 101; Fort +11, Ref +4, Will +14; Melee 
  +2 impervious scorpion whip +16/+11 (1d4+3) or 
  +1 heavy mace +15/+10 (1d8+2); Special Attacks 
  channel negative energy (Will save DC 23); Str 12, 
  Con 14, Cha 14; CMB +14; CMD 23
  STATISTICS
  Str 16, Dex 8, Con 18, Int 10, Wis 21, Cha 18
  Base Atk +13; CMB +16; CMD 25
  Feats Channel Smite, Command Undead, Exotic 
  Weapon Proficiency (whip), Extra Channel, 
  Improved Channel, Improved Initiative, Silent Spell, 
  Spell Focus (necromancy), Still Spell
  Skills Craft (alchemy) +13, Heal +15, Knowledge 
  (nature) +10, Knowledge (religion) +13, Ride +5, 
  Sense Motive +18, Spellcraft +13
  Languages Common (if using the Midgard Campaign 
  Setting, add Tamasheq to her list of languages)
  SQ death’s embrace, death’s kiss (7/day), vermin 
  companion (giant scorpion)
  Combat Gear +2 impervious scorpion whip, +1 
  heavy mace, large scorpion venom (2 doses), 
  minor crown of blasting, potions of cure serious 
  wounds (2), feather token (whip), scrolls of align 
  weapon, owl’s wisdom, and spell immunity; 
  Other Gear masterwork buckler, +2 poison-
  resistant breastplateUE,  amulet of natural armor 
  +1, headband of inspired wisdom +2, robe of 
  needlesUE, exotic military saddle, healer’s kit, 
  platinum holy symbol (500 gp)
  Chatha, Giant Scorpion Companion
  N Large vermin
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +11
  DEFENSE
  AC 21, touch 9, flat-footed 21 (+11 natural, −1 size)
  hp 85 (10d8+40)
  Fort +10, Ref +3, Will +3; +4 vs. enchantment
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft.
  Melee 2 claws +11 (1d8+4 plus grab) and sting +11 
  (1d8+4 plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks poison (frequency 1 round/6 
  rounds, effect 1d2 Str damage, cure 1 save, Fort 
  Save DC 18) 
  STATISTICS
  Str 19, Dex 10, Con 16, Int 2, Wis 10, Cha 2
  Base Atk +7; CMB +11; CMD 21 (33 vs. trip)
  Feats Improved Natural Armor, Improved Natural 
  Attack (claws), Improved Natural Attack (sting), 
  Skill Focus (Perception), Toughness
  Skills Climb +12, Perception +11
  Tricks Known: combat training
  CulT ACTIVITIes 
  AND ADVeNTuRe 
  hooks
  Here are several methods of introducing Selket’s Sting 
  as adversaries for the PCs in your campaign. They 
  can be either adversaries for single adventures or 
  returning enemies in an extended campaign, where 
  the PCs take the role of defenders of civilization 
  and the true gods against the rising threat of a 
  presumptuous goddess and her fanatical followers.
  APL 1–3
  •  A caravan that the PCs are either guarding or 
  traveling with draws attention during a routine 
  check at a city gate. The discovery of a hidden 
  cache of poisons has the caravan leader arrested 
  for contraband. She protests her innocence and 
  begs the PCs to find the real culprit and clear her 
  name. Subsequent investigation reveals a Selket 
  cultist among the caravan folk and leads to a 
  confrontation with a local cell of Selket’s Sting for 
  whom the poisons were intended.
  •  The PCs are hired by a local government or 
  religious authority to investigate rumors of a 
  dangerous cult operating within the city. The PCs 
  must gather information, leading them to the cell 
  of Selket’s Sting, and find a way to infiltrate their 
  ranks. Dangerous initiation rites—like handling 
  scorpions— have to be endured in order for the 
  PCs to gain the trust of the cult and learn of its 
  leaders and plans, eventually performing a “sting” 
  of their own by setting up the cell to be taken down 
  by the local authorities.
  
  9
  •  The son of a local merchant is kidnapped by 
  Selket’s Sting to be used as a sacrifice. The PCs 
  must track the cultists to their lair, interrupt the 
  ceremony, and save the young man.
  APL 4–6
  •  A rash of scorpion attacks leads to a call from local 
  authorities for a bounty on the creatures as well as 
  a reward for anyone able to find the cause of the 
  infestation and stop it. If the PCs take up the cause, 
  they eventually find a cave in the hills nearby 
  where Selket’s Sting cultists are breeding them.
  •  A local noble publicly disparages the goddess 
  Selket and narrowly avoids an assassination 
  attempt. He receives a note that declares the Desert 
  Scorpions will deliver his soul to the goddess 
  before the new moon ends. He hires the PCs to 
  protect him for the next three days, during which 
  they must thwart various attempts on the noble’s 
  life. Snipers, poisoned food and drink, and other 
  freak “accidents” must be thwarted before a final 
  attempt is made, involving a full assault on the 
  noble’s house by a group of Desert Scorpions and a 
  venomous mummy.
  •  A prestigious art gallery or museum is robbed. 
  The thieves have taken only a single piece: a gold 
  scorpion statuette. PCs must track the thieves back 
  to their lair. There, they find cultists of Selket led 
  by a priestess who is unwilling to give up the relic 
  of her goddess so recently returned to the hands of 
  the faithful.
  APL 7–9
  •  A prophecy or legend states that the region will fall 
  out of favor with a popular deity should the local 
  population of his sacred animals ever leave. Selket’s 
  Sting seeks to actively bring this prophecy about, 
  so Selket’s influence can reign in the area. PCs 
  must protect the sacred animals and find and stop 
  the cultists before they bring their plans to fruition.
  
  10
  •  A renowned alchemist is kidnapped by Selket’s 
  Sting, who wish her to create a particularly virulent 
  poison for them to use against their enemies. The 
  PCs must seek out the cult and either negotiate for 
  the alchemist’s release or stage a rescue.
  •  A notorious bandit chieftain is wanted by the 
  authorities and has a sizeable bounty on her 
  head. However, she knows this and is on the 
  run. Furthermore, she is considered a favored 
  daughter of Selket and friendly with the cult. 
  The local government wants to avoid any major 
  transgressions against the cult but wants the bandit 
  captured. PCs must pursue her as she flees for 
  sanctuary in the City of Scorpions and catch her 
  before she makes it into the ruins.
  APL 10–12
  •  A noble lies upon his deathbed, but the followers 
  of Selket refuse to mummify his body for burial 
  until he atones for an incident in his past where he 
  wronged the cult. He begs the PCs to intercede on 
  his behalf, to consult the high priestess and find 
  what can be done to balance the scales. Entering 
  the City of Scorpions requires gaining passage 
  past Gahiji, the eternal guardian, by answering 
  his riddles. If this is accomplished, Dakhamunza 
  demands they travel to an ancient pyramid—filled 
  with deadly traps and mummified guardians—and 
  reclaim relics sacred to the cult.
  •  The waters of the sacred, life-giving river have 
  become polluted and toxic. All the settlements 
  along its banks are doomed unless the cause can 
  be found. PCs taking up the quest trek upstream 
  to find a strong cult bastion pumping poisons into 
  the river from within their fortress. The cult fights 
  fiercely to protect their secret weapon, an artifact: a 
  great cauldron that constantly produces a miasma 
  of toxins, flowing out in an endless torrent. Should 
  the PCs defeat the cultists, they then need to find 
  a way to destroy the noxious artifact before its 
  toxins turn the fertile floodplains of the river into a 
  poisonous wasteland.
  •  The cult of Selket can no longer be tolerated. Its 
  cruel machinations against the civilized people of 
  the cities have gone on long enough. The PCs are 
  tasked with crushing Selket’s Sting once and for all. 
  First, they must roust any cells in the immediate 
  area, taking prisoners in order to determine where 
  Worship of Selket is common among the Tamasheq 
  nomads of the Sarklan Desert. Her priests hold 
  great sway among them, looked to for protection, 
  healing, and dealers of vengeance. Dakhamunza 
  Sat Selket resides in the City of Scorpions, directing 
  the cult’s activities from the temple there with 
  Gahiji, the eternal guardian, ever watchful for the 
  approach of the cult’s enemies. Sadiki Sefu calls 
  the free city of Siwal his home, overseeing the 
  activities of the Desert Scorpions from there and 
  producing poisons which are shipped secretly 
  with the caravans headed west to cells throughout 
  Nuria Natal. Given Selket’s connection to death 
  and especially mummification, it is not unheard 
  of for nobles to be sympathetic to her followers 
  or, possibly, secretly cult members themselves in 
  order to ensure they are properly delivered into the 
  afterlife upon death. Some tribes of gnolls venerate 
  her name as well.
  Selket’s Sting, under Dakhamunza’s fervent 
  leadership, is forcefully bringing recognition 
  of Selket’s power to Nuria Natal. Farms and 
  settlements along the Nuria River have reported 
  increased animal attacks. The animals in question 
  are unusually aggressive in their attacks, leading 
  some to believe they are compelled by magic. 
  Recently, there has been a rash of killings among 
  the merchants in Per-Kush, retaliation by 
  Selket’s Sting for underhanded dealings with the 
  Tamasheq. In Per-Bastet, the poisoning of cats 
  has the Reborn Queen-Goddess wroth with anger 
  and the gnolls are unsettled by an unexplained 
  infestation of scorpions in the city. Per-Xor’s 
  religious tensions over the cult of Ra-Amon-Ra 
  have been rising in recent months, in no small part 
  to cultists of Selket’s Sting playing the established 
  religion of Aten against the messiah cult in an 
  attempt to goad them into open warfare.
  SELKET’S STING IN MIDGARD
  
  11
  the cult is based. This leads to retaliation by the 
  Desert Scorpions, who look to eliminate the PCs 
  before they find the cult’s headquarters. Eventually, 
  the PCs confront Sediki Sefu. Killing or capturing 
  the head of the Desert Scorpions brings them the 
  location of the City of Scorpions and the temple of 
  Selket. Alternatively, he escapes, and they follow 
  him there. Finally, the PCs must invade the city, 
  defeat its eternal guardian, and storm the temple 
  of Selket, facing the most fanatical of cultists, 
  monstrous scorpions, and a horde of mummies, 
  and, finally, the Daughter of Selket herself.
  PlAyING foR The 
  oTheR TeAm
  While the cult of Selket is portrayed here as an enemy 
  to set against the PCs, it does not have to be so. 
  Another option is to play Selket’s Sting as protagonists 
  that deserve the PCs’ aid. View the cult as zealous 
  followers, attempting to help their goddess regain 
  her standing among an uncaring populace that has 
  forgotten her, worshiping jealous gods that wish 
  her to remain out of favor. While Selket is at best a 
  neutral goddess, the case can be made that she plays 
  an important role, given her purview is healing and 
  death—specifically, the proper passage of the dead 
  into the afterlife. In this sort of scenario, the PCs can 
  be secret followers of Selket, helping to spread her 
  influence and increase her worshipers.
  This could be a tricky line to toe, as the use of 
  poison and assassination is usually frowned upon 
  by good (or polite) societies. Yet if the opponent is a 
  corrupt government or an overbearing and intolerant 
  religion holding all the power, the underdog may need 
  to resort to extreme measures in order to fight back. 
  Poison could be a weapon of last resort or reserved 
  for those too powerful to deal with on equal terms. 
  Stealth, subterfuge, and guerrilla tactics are perfectly 
  acceptable means of dealing with a greater foe. This 
  can also be dealt with in a Robin Hood sort of fashion. 
  The people may long for a return of the old traditions 
  and may secretly favor Selket’s cult, providing what aid 
  they can while outwardly obeying the current regime.
  A campaign of this sort would require a bit of 
  retooling. In this case, they need to work in secret 
  with cover stories, disguises, and other methods of 
  hiding their identities and activities from authorities. 
  Should they be discovered, they may have to go 
  underground to avoid capture. Since the PCs are 
  working against the powers that be, they need other 
  resources upon which to draw. A wanted criminal 
  cannot just walk into the market bazaar to do their 
  shopping. However, the black market is glad to sell 
  them what they require. Other outlaws may be willing 
  to work deals based on having mutual enemies.
  The PCs of course would be open to the mysteries 
  of the cult. In this case, the Selket’s Favor and 
  Expert Embalmer traits (see New Material) would 
  be options for them. The poisoner archetype would 
  be well-suited as a follower of Selket, as would an 
  oracle with the Life mystery. Alchemists specializing 
  in poison bombs or taking the mummification 
  discovery would work thematically as well. Desert 
  druids with vermin animal companions and clerics 
  of Selket with the new vermin subdomain are 
  obvious choices. Victory for the PCs could mean 
  the ushering in of a new age with Selket once again 
  gaining primacy.
  NeW mATeRIAl
  The following new material can function in any 
  Pathfinder Roleplaying Game adventure.
  NEW MONSTERS
  The desert demands much from those that would call 
  it home. To survive, creatures must be strong.
  MUMMY, VENOMOUS 
                   CR 5
  XP 1,600
  LE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +14
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will
  DC 17 negates) 
  DEFENSE
  AC 20, touch 10, flat-footed 20 (+10 natural)
  hp 60 (8d8+24)
  Fort +5, Ref +2, Will +8
  DR 5/–; Immune undead traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft.
  Melee slam +14 (1d8+10 plus Selket’s venom)
  
  12
  Special Attacks Selket’s venom, toxic smoke
  STATISTICS
  Str 24, Dex 10, Con —, Int 7, Wis 15, Cha 16
  Base Atk +6; CMB +13; CMD 23
  Feats Cleave, Power Attack, Skill Focus (Perception),
  Weapon Focus (slam)
  Skills Perception +14, Stealth +11
  Languages Common
  ECOLOGY
  Environment any
  Organization solitary, squad (2–6), or detail (7–12)
  Treasure standard
  SPECIAL ABILITIES
  Selket’s Venom (Su) The venomous mummy’s 
  body and wrappings are magically imbued with 
  substances that are highly toxic. Any creature hit 
  with its slam attack is subject to this effect, as is 
  any creature that comes in physical contact with 
  the venomous mummy (e.g. touching the mummy 
  bare-handed, grappling, using a bite attack, and so 
  on) without taking precautions against the poison. 
  Curse and poison: type contact/slam; save Fort 
  DC 17; onset 1 minute; frequency 1/minute; effect 
  1d6 Con and 1d6 Dex; cure —. Selket’s Venom is 
  both a curse and a poison and can only be cured 
  if the curse is first removed, at which point the 
  poison can be magically removed. The save DC is 
  Charisma-based.
  Toxic Smoke (Ex) The venomous mummy’s poison-
  imbued wrappings and flesh create toxic fumes 
  when burned. On the round a venomous mummy 
  takes fire damage, it is surrounded by a cloud of 
  toxic smoke in a 10-ft. radius. This cloud persists for 
  a full round after the venomous mummy takes fire 
  damage. The save DC is Charisma-based. 
  Toxic smoke: type inhaled; save Fort DC 17;  
  onset —; frequency 1/round for 6 rounds; effect 1 
  Con drain/1d3 Con; cure 2 consecutive saves.
  These variant mummies are crafted by Selket’s 
  faithful to guard their holy sites and tombs. Should 
  Selket be slighted by a particular community, it 
  might feel the goddess’s wrath in the form of a 
  group of venomous zombies descending upon them. 
  Retribution is often delivered by killing the leaders 
  of the group, but for greater heresies, a decimation of 
  the population is not unheard of.
  SCORPION SWARM  
                   CR 4
  XP 1,200
  N Diminutive vermin (swarm)
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft.;
  Perception +5
  DEFENSE
  AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
  hp 39 (6d8+12)
  Fort +5, Ref +5, Will +2
  Defensive Abilities swarm traits; Immune weapon 
  damage
  OFFENSE
  Speed 20 ft., burrow 5 ft.
  Melee swarm (2d6 plus poison)
  Space 10 ft.; Reach 0 ft.
  STATISTICS
  Str 1, Dex 16, Con 14, Int —, Wis 13, Cha 2
  Base Atk +4; CMB —; CMD —
  Skills Climb +7, Perception +5, Stealth +19 (+23 in 
  deserts); Racial Modifiers +4 Climb, +4 Perception, 
  +4 Stealth (+8 in deserts)
  SQ swarm traits, vermin traits
  ECOLOGY
  Environment warm deserts
  Organization solitary, pair, or colony (3–6 swarms)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Swarm: injury; save Fort DC 15; 
  frequency 1/round for 4 rounds; effect 1 Dexterity 
  and 1 Strength damage; cure 1 save. The save DC is 
  Constitution-based.
  NEW MAGIC ITEM
  It should be no wonder that the magic items tied to 
  Selket are thematically tied to things she holds sacred.
  Selket’s Bracer
  Aura moderate necromancy and transmutation;  
  CL 9th
  Slot wrists; Price 13,800 gp; Weight 1/2 lb.
  DESCRIPTION
  This bronze bracer is crafted in the shape of a 
  scorpion, its legs curled around the wearer’s wrist, 
  tail raised and ready to strike. Once a day, as a swift 
  action, the wearer can poison a weapon. This weapon 
  must be wielded in the hand upon the same side 
  which the bracer is worn. The tail of the scorpion 
  
  13
  animates and touches the blade, envenoming it 
  with a dose of giant scorpion venom. Also, as a free 
  action, the wearer can command the bracer to grant 
  her 30 ft. tremorsense for 10 rounds once per day. 
  These rounds do not need to be used consecutively, 
  and the ability can be dismissed as a free action. 
  Finally, the wearer gains a +2 resistance bonus to 
  Fortitude saves against poison.
  CONSTRUCTION
  Requirements Craft Wondrous Item, beast shape III, 
  poison; Cost 6,900 gp
  NEW SPELL
  The dangerous life of a cultist, filled with scorching 
  sands and bloody encounters, demands serious magic.
  SUMMON SWARM, GREATER
  School conjuration (summoning); Level bard 4, 
  druid 4, sorcerer/wizard 4
  Casting Time 1 round
  Components V, S, M/DF (a square of red cloth)
  Range close (25 ft. + 5 ft./level)
  Effect one swarm of centipedes, crabs, death 
  butterflies, scorpions, or wasps
  Duration concentration + 3 rounds
  Saving Throw none; Spell Resistance no
  You summon a swarm of centipedes, crabs, death 
  butterfliesMB, scorpions, or wasps (your choice), 
  which attacks all other creatures within its area. (You 
  may summon the swarm so that it shares the area 
  of other creatures.) If no living creatures are within 
  its area, the swarm attacks or pursues the nearest 
  creature as best it can. You can direct the swarm 
  to attack a creature other than the one nearest by 
  spending a move action. 
  VERMIN SUBDOMAIN
  Associated Domain: Animal.
  Replacement Power: The following granted power 
  replaces the speak with animals power of the Animal 
  domain. 
  Vermin Sanctuary (Su): This ability activates 
  automatically in situations where you would be 
  attacked by vermin. Any creature of the vermin 
  type that attempts to attack you must make a Will 
  save (DC = 1/2 your cleric level + your Wisdom 
  modifier). If the save succeeds, the vermin can 
  attack normally and is unaffected by that casting 
  of the spell. If the save fails, the vermin can’t follow 
  through with the attack, that part of its action is 
  lost, and it can’t directly attack you for the duration 
  of the spell. This ability lasts a number of rounds per 
  day equal to 3 + your Wisdom modifier.
  The 4th level animal companion ability for this 
  subdomain uses the rules for the druid rules for 
  vermin companionsUM. It otherwise functions as the 
  4th-level granted power for the Animal domain.
  Replacement Domain Spells: 2nd—summon swarm, 
  3rd—repel vermin, 4th—greater summon swarm, 
  5th—giant vermin
  NEW TRAITS
  To live by the sands is to die by the sands. Those born 
  under Selket’s gaze show the signs of her influence.
  Selket’s Favor: You have often participated in the 
  cult’s ritual handling of scorpions. While you have 
  been stung, you have always survived the trials of 
  the goddess. You gain a +2 trait bonus to Fortitude 
  saves against poison.
  Expert Embalmer: You have studied the 
  embalmer’s trade and know the secrets of proper 
  mummification. In areas where mummification is 
  practiced, you gain a +1 trait bonus to Diplomacy 
  checks. Your knowledge of anatomy also provides 
  a +1 trait bonus to Heal checks, and any mummy 
  created by you that is animated gains 3 bonus hit 
  points.
  
  14
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
   1. Definitions: (a)”Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)”Derivative 
  Material” means copyrighted material including derivative works 
  and translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)”Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open 
  Game Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright law, 
  but specifically excludes Product Identity. (e) “Product Identity” means 
  product and product line names, logos and identifying marks including 
  trade dress; artifacts; creatures characters; stories, storylines, plots, 
  thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered 
  trademark clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; (f) 
  “Trademark” means the logos, names, mark, sign, motto, designs that are 
  used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) 
  “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
   2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be Used 
  under and in terms of this License. You must affix such a notice to any 
  Open Game Content that you Use. No terms may be added to or subtracted 
  from this License except as described by the License itself. No other terms 
  or conditions may be applied to any Open Game Content distributed using 
  this License.
   3. Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License.
   4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content.
   5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License.
   6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are copying, modifying or distributing, 
  and You must add the title, the copyright date, and the copyright holder’s 
  name to the COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute.
   7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. 
  The owner of any Product Identity used in Open Game Content shall 
  retain all rights, title and interest in and to that Product Identity.
   8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content. 
   9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.
   10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute.
   11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
   12. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then You 
  may not Use any Open Game Material so affected.
   13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.
   14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
   15. COPYRIGHT NOTICE 
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. 
  System Reference Document. © 2000. Wizards of the Coast, Inc; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson. 
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Inc.; 
  Author Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Advanced Player’s Guide. © 2010, Paizo Inc.; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. 
  Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K 
  Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim 
  Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal 
  MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, 
  Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K 
  Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Deep Magic. © 2014 Open Design. Authors: Wolfgang Baur, Tom 
  Benton, Creighton Broadhurst, Jason Bulmahn, Ross Byers, Charles Lee 
  Carrier, Tim Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed 
  Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Sam Harris, 
  Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, 
  Ben McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, 
  Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, 
  Amber E. Scott, Neil Spicer, Owen K.C. Stephens, Joshua Stevens, Christina 
  Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike Welham.
  Midgard Bestiary for Pathfinder RPG, © 2012 Open Design LLC; 
  Author: Adam Daigle with Chris Harris, Michael Kortes, James MacKenzie, 
  Rob Manning, Ben McFarland, Carlos Ovalle, Jan Rodewald, Adam Roy, 
  Christina Stiles, James Thomas, and Mike Welham.
  Midgard Campaign Setting. © 2012 Open Design. Authors: Wolfgang 
  Baur, Jeff Grubb, Brandon Hodge, Christina Stiles, and Dan Voyce.
   Demon Cults: The Cult of Selket. © 2014, Open Design; Author Jeff 
  Lee. 
  OPEN GAME LICENSE Version 1.0a
  
  Magic is everywhere. Whether it’s the hidden power 
  of a secret council or the energy that powers an entire 
  realm, magic is a vital part of any fantasy world. And 
  now its secrets can be yours!
  Deep Magic delivers some of the strangest, most 
  wondrous, and most powerful arcane and divine 
  magic ever devised for the Pathfinder Roleplaying 
  Game—and it’s ready for use in any campaign. This 
  astounding variety of new magic options includes
  •  733 arcane and divine spells, including fantastic 
  new spells such as elemental‑tinged dragon magic, 
  ley line magic, and spells for mythic heroes 
  •  Spellbooks and living spellbooks, from the Book of 
  Nine Dooms to the Essence of the Void to the Book 
  of Skins, plus stranger volumes still …
  •  31 new glyphs and runes, and rules for creating 
  magical symbols
  • 19 new sorcerer bloodlines and 8 oracle mysteries
  • 11 new incantations that grant powerful magic 
  options to non‑casters
  •  More than a dozen new archetypes including 
  blood mages, geomancers, clockworkers, ring 
  wardens, and vril adepts—plus ready‑made NPC 
  quest‑givers, villains, and rivals for your campaign
  •  All‑new magical specialties, curses, and 
  subschools, from chaos magic to shadow magic, 
  rakshasa magic, saints’ magic, and new forms of 
  necromancy and ioun magic
  •  And much more!
  Deep Magic is an essential volume for any spellcaster’s 
  library. Available now at KoboldPress.com, the Paizo 
  store, and better hobby stores everywhere!
  Unlimited Spellpower!
  Kobold Press and Deep Magic are trademarks of Open Design LLC. 
  Pathfinder and associated marks and logos are trademarks of Paizo 
  Publishing, LLC, and are used under license. See paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying Game.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/Demon Cults - The Cult of Selket.pdf