Name: Zagyg
Gender: Male
Rank: Demigod
Portfolio: Humor, Eccentricity, Occult Lore, Unpredictability
Titles: The Mad Archmage
Holy Symbol: Rune of Insanity
Alignment: Chaotic Neutral (Chaotic Good)
Worshiper Alignments: NG, TN, CG, CN
Core Worshipers: Humans and Halflings
Favored Weapon: Greatclub
Domains: Chaos, Arcane, Madness, Insanity, Thought
Description: Zagyg (Za-gig) was once Xagyg Yragerne, the famous founding lord mayor of the city of Greyhawk. Part of his apotheosis required the capture of nine demigods of opposing alignments (including Iuz, Merikka, Wastri, Rudd, and Zuoken). While some of these gods have been freed over the years by various adventurers, their temporary confinement (and Boccob’s sponsorship) was sufficient to allow Zagyg’s ascendance. Eccentric and likely insane as a mortal, he chose the symbol of insanity as his holy symbol. He favors dark blue and silver but has little constancy in his physical depictions. He serves his divine sponsor and has been known to associate with Celestian.
Teachings: All deserve and need to be entertained and surprised by humor, although preferably in a manner that leaves them wondering for some time; to provide this service is of the highest priority. The quest for odd bits of information on magic is of the utmost importance, and above all one should live a life of unpredictability and abstain from repetitive habits.
Followers: The various small clusters of his faith focus on one type of humor at a time, then abandon it when they believe it perfected, only to take it up again after a seemingly random interval. The Slippery Abbey in Greyhawk is particularly famed for its mastery of the art of slapstick. Zagyg’s few clerics enjoy bringing strangeness and humor to the lives of those around them, especially those in need of comedy to lift up their dulled souls. Many work as bards, traveling far when their jokes are misunderstood or cause offense, and try to uncover lost magical knowledge. Most have at least one odd personality quirk, though whether this is an actual trait or one affected solely for the observer is debatable.
Relics and Artifacts: The most famed artifact associated with Zagyg is the Talisman of Zagyg.

Special Options

Zagyg’s Favor [General Feat]
It’s not that you’re insane, it’s just that “normal” people don’t understand the world the way you do. Either way, you’re difficult to dominate effectively.
Benefit: You receive a +4 bonus on Will saves against compulsion effects.
Note: This feat first appeared in Dragon Magazine #319.

The Mad God’s Blessing [General Feat]
Prerequisites: Must worship Zagyg
Effect: You are mad, but in addition to the normal debilitating effects of madness Zagyg has granted you a variant with some benefits. When you select this feat, choose one of the following insanities to suffer from:

  • Amnesia: You retain all of your class features and abilities, although you still have no memory of your life before you became an amnesiac. In addition, once per day you can try to ‘forget’ a single mind-affecting effect you are suffering from by taking a second save against it one round after the first. If you succeed, the affliction is lifted as if you succeeded on the original save.
  • Mania: You draw strength from the object of your obsession. When confronted with it instead of being sickened or fascinated you enter a monomaniacal focused state: for one round per two full character levels you gain a +4 morale bonus to Strength and Constitution, and a +2 morale bonus on Will saves. When the focused state ends you are fatigued for a number of rounds equal to twice as many rounds are you were focused.
  • Multiple Personality Disorder: You have one more extra personality than normal, a so-called ‘shield personality’ that any of your other personalities can switch to as a free action. While the shield personality is in charge of your body you can’t take any actions except to switch away from it (bringing a random personality to the fore) but any mind-affecting effects used against you affect the shield personality only – when you switch away again those effects are suppressed.
  • Paranoia: Your constant wariness gives you a +4 morale bonus on Perception checks to spot ambushes or hidden dangers, and a +4 bonus on Sense Motive checks when opposing Bluff.
  • Phobia: You are no longer in danger of becoming frightened by the object of your phobia. (You are still shaken by its presence, though.) Rather, your jumpy nature grants you a +4 morale bonus on initiative checks when the subject of your phobia is present.
  • Psychosis: Your detachment from the nature of your crimes means that all alignment-detecting abilities register you as true neutral.
  • Schizophrenia: When you fail your Will save under stress you are only confused for one round. In addition, your warped visions are sometimes prophetic in nature: you can use augury once per day as a spell-like ability.

Special: The insanity granted by this feat cannot be cured while you still have the feat. If you ever lose this feat or fall out of favor with Zagyg, your madness reverts at once to its debilitating form.

Focused Obsession [General Feat]
Your ability to focus on one puzzle to the exclusion of all else borders on insanity – but the results cannot be denied.
Prerequisites: Int 13+
Effect: When making a Knowledge check, you may take 1 point of Wisdom damage to gain a +5 untyped bonus on the result of the check. This also allows you to bypass the normal DC restriction on untrained Knowledge checks. The Wisdom damage heals at the normal rate.
Special: The Wisdom damage cannot be prevented, but it can be healed. If something prevents you from taking Wisdom damage you cannot gain the benefits of this feat.

Savant [General Feat]
You can see patterns where all others see nothing but chaos.
Prerequisites: Int 13+, Focused Obsession
Effect: You can take Wisdom damage in exchange for a hint from the GM regarding your current situation. The kind of hint you get depends on how much Wisdom damage you are willing to spend: 1 point gets you the equivalent of a successful skill check – whether or not someone is lying, for example; 2 points gets you the equivalent of an augury spell; 3 will get you the equivalent of a divination spell; 4 will get you a commune spell. Use your character level as the caster level where necessary.
Special: The Wisdom damage cannot be prevented, but it can be healed. If something prevents you from taking Wisdom damage you cannot gain the benefits of this feat.


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