Classes of Hamunaptra

Power Sources

As outlined in Hamunaptra: Egyptian Adventures, scholars of Khemti divide magic along two categorical axes. First there is the distinction between Akhu ("Granted Power"), which is bestowed at the request of a mortal servant, and Heka ("Learned Power"), which relies on mystical formulae and rituals to be achieved. There is no distinction, however, between arcane and divine magic; all magic is seen as an expression of faith and cosmic order. In terms of game mechanics, the divine and primal power sources are usually considered to be Akhu while the arcane and psionic power sources are considered to be Heka. The martial power source is not considered magical and so belongs to neither category, while the shadow power source (Sawaat) is not well understood and greatly feared for its ties to the Underworld rather than the holy gods.
The other axis is the distinction between Innate power, which is granted spontaneously and intuitively, and Sacred, which is granted directly by the gods. While innate magic is fairly common in Khemti, many distrust it because of the uncertainty associated with it. In the great city-states, priests, kheri-heb, and other practitioners of sacred magic are trusted and preferred while those with innate magic powers are turned to only when normal means don't work. In the Red Lands, however, innate and sacred magic users are trusted equally and some nomadic tribes put the worship of Ma'at before any gods and have no sacred magic users at all.

Class Core Name Magic Type
Abaja Ranger None
Ba'abeu Artificer Sacred Heka
Bahati Monk Innate Heka
Beqai Swordmage Innate Heka
Beqenu Fighter None
Ehotep Cleric Sacred Akhu
Ghaffir Paladin Sacred Akhu
Hekai Sorcerer Innate Heka
Kama'at Druid Innate Akhu
Khappiwet Psion Sacred Heka
Khasti Barbarian Innate Akhu
Khebenti Rogue None
Kheri-heb Wizard Sacred Heka
Ma'at-heb Shaman Innate Akhu
Mor-mash'a Warlord None
Sashati Warlock Sacred Heka
Shenu Bard Innate Heka
Shumoth Warden Innate Akhu
Si'ar Avenger Sacred Akhu
Sutai Seeker Innate Akhu
Tmamut Invoker Sacred Akhu
Wekh-met Assassin Sawaat


The arcane power source is not separated from religion as it is in other settings. Wizards and swordmages often serve in roles that are similar to those of clerics and paladins. In Khemtian terminology, however, the difference between a kheri-heb and a priest is that the former focuses on his own relationship to the gods while the latter focuses on the community's.

  • Ba'abeu (Artificer): These master artisans create some of the most breathtaking buildings in the city-states of Khemti, as well as their most powerful defenses.
  • Beqai (Swordmage): The wandering beqai is a figure which appears in many folktales, shrouded in mystery and thirsting for adventure.
  • Hekai (Sorcerer): While not as traditional as the kheri-heb, the hekai is well-respected in both lands as one chosen by the gods to weild great power.
  • Kheri-heb (Wizard): The authority on the rituals of Sacred Akhu, the kheri-heb often serve city-states as powerful defenders and assets, gaining as much power through their skill as royalty does through birth.
  • Sashati (Warlock): The keepers of secret powers and hidden pacts, the sashati is a figure of great suspicion. Some follow the gods and are welcome members of the temples, but others deal with darker beings and promote great evil.
  • Shenu (Bard): These singers and poets, graced by Bast with supernatural gifts, are often the most informed members of court and thus serve roles far more important than their station might suggest.


Life in both the Black and Red Lands revolves around religion on a daily basis, from morning prayers by farmers for healthy crops to the divine sanction by which the pharaoh rules. Those who command the divine power source are some of the most influential figures in all of Khemti. Any class which uses the divine power source might be called a "priest" in Khemti and "priest-magic" can be considered synonymous with "Sacred Akhu."
Note that divine classes may chose singular gods, combinations of gods, or the whole pantheon as their patron deities, as described on the Khemtian Pantheon section.

  • Ehotep (Cleric): Though most priests remain in the sacred temples of the city-states, tending to the worship of the gods, some travel the land to fulfill the gods' will, hunting out sacrilege and defending their holy creations.
  • Ghaffir (Paladin): The guardians of temples and champions of the gods, the ghaffir are treated with respect no matter where they go.
  • Si'ar (Avenger): While the gods may need brace ghaffirs and powerful tmamuts to lead their armies, they need silent si'ar killers to silence their enemies.
  • Tmamut (Invoker): Though the gods no longer walk the earth, as they did in the Mythic Age, they can make their power known to the world through the powerful Akhu magic of the tmamut.


Though they weild no magic, martial classes are an important part of the lands of Khemti. All worship and respect the gods, but pharaohs and merchants often prefer to have followers who owe their loyalty first and foremost to the cause and not a temple hierarchy.

  • Abaja (Ranger): The wastes are dangerous places and many caravans would not survive their journeys without the knowledge and fighting skill of the abaja guides.
  • Beqenu (Fighter): There are many soldiers in Khemti but none can hope to match the fighting prowess and knowledge of the brave benequ master-warriors of legend.
  • Khebenti (Rogue): Few will admit it, but the khebentis are an important part of the commerce in any city-state. They are hired by merchants to target their rivals, temples to spy on suspected cults, and even the nomarchs to target other city-states without starting a war.
  • Mor-mash'a (Warlord): An army is only as good as its leader and no one in Khemti is better at commanding soldiers than those trained as mor-mash'as.


Many associate the innate Akhu power which comes from a devotion to the cosmic order (Ma'at) itself with the Red Land, the truth is that many empty spaces of the Black Lands have primal practitioners as well. While they acknowledge and respect the gods, these classes usually stress that even the gods are beholden to Ma'at and that divine wills are not always in line with what the heavens demand.

  • Kama'at (Druid): Those who devote themselves bodily to Ma'at can survive in the wastes where the Divine Races would surely die. Their ability to live in the wilds as animals is as respected in the Red Lands as it is feared in the Black.
  • Khasti (Barbarian): Though there are many in the Red Lands whom civilized men would call savage, only some are able to enter an animalistic state of strength and cunning.
  • Ma'at-heb (Shaman): Through their connection to the cosmic order, ma'at-heb are able to create spirit beings who carry a spark of life, much as the gods were able to create the First and Divine Races in the Mythic Age.
  • Shumoth (Warden): The champions of the wastes are some of the most powerful but misunderstood warriors in the lands of Khemti. Shumoths are defenders of the nomadic Redlander tribes and local warriors who protect isolated villages who do not have the defenses of the great city-states.
  • Sutai (Seeker): These powerful mystics possess spells which can change the very world around them, god-like power which many fear.


In the lands of Khemti, there are those who derive their power not from the gods' external influence, but from the spark of divinity within each of the races.

  • Bahati (Monk): The bahatis channel their divine spark into legendary feats of physical ability, leaping across the dunes and blazing across the sands like the gods themselves.
  • Khappiwet (Psion): These masters of will have the power to cloud the minds of others and bend the world to their wills. Like kheri-hebs, they follow mystical formulae to achieve their magic but the khappiwets draw their power from the divine medium which surrounds the mortal realm, the pathways of Neter-khertet.


In the last few generations, a dark stain has spread over the lands of Khemti. Rather than follow the teachings of the gods, practicing magic that they have given to their creations, some have turned to the dark energies of the realms of death for the power to achieve their own destinies. Sawaat energy is outlawed in some areas and mistrusted nearly everywhere.

  • Wekh-met (Assassin): Rather than face the Weighing of the Heart after death, a wekh-met has traded a portion of his soul for the power to defeat their enemies.
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License