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  Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents    
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  By 
  By 
  By 
  By Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder    
  
   
  Rite Publishing Presents: 
   
  Faces of the Tarnished Souk:  
  Viscount Zanzig, the Crystal Seer, 
  Viscount Zanzig, the Crystal Seer, 
  Viscount Zanzig, the Crystal Seer, 
  Viscount Zanzig, the Crystal Seer,     
  High Prognosticator of Sarnath
  High Prognosticator of Sarnath
  High Prognosticator of Sarnath
  High Prognosticator of Sarnath    
   
  Master Merchants
  Master Merchants
  Master Merchants
  Master Merchants (Designers): Matt Banach and Justin Sluder 
  Guild Masters
  Guild Masters
  Guild Masters
  Guild Masters (Editor): Matt Banach and Steven D. Russell 
  Master Ill
  Master Ill
  Master Ill
  Master Illuminator
  uminator
  uminator
  uminator (Cover Artist): Toby Gregory 
  Apprentice 
  Apprentice 
  Apprentice 
  Apprentice Illuminators
  Illuminators
  Illuminators
  Illuminators (Interior Artwork):  
  Toby Gregory and Joe Calkins  
  Lowly Apprentice
  Lowly Apprentice
  Lowly Apprentice
  Lowly Apprentice (Development, Layout, and Publisher): 
  Steven D. Russell 
   
   
  Dedication: 
  To Clinton Boomer and Jonathan McAnulty 
  —For bringing us the Coliseum Morpheuon. 
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product. 
   
  Faces of the Tarnished Souk: Viscount Zanzig, the Crystal Seer, High Prognosticator of Sarnath 
  © 2011 Steven D. Russell, Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a 
  registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility 
  License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.  
  
  1 
  Viscount Zanzig, the Crystal Seer, 
  Viscount Zanzig, the Crystal Seer, 
  Viscount Zanzig, the Crystal Seer, 
  Viscount Zanzig, the Crystal Seer, 
  High Prognosticator of Sarnath
  High Prognosticator of Sarnath
  High Prognosticator of Sarnath
  High Prognosticator of Sarnath    
  Viscount Zanzig is a fortuneteller and answerer of 
  questions. He claims to be touring Dream ‘for a limited 
  time only’ while he awaits the alignment of the proper 
  stars, despite the fact that he has been a fixture of the 
  Tarnished Souk for years. He is a fine-featured elf of 
  early middle age with a flair for the dramatic and a 
  wardrobe more befitting a lofty arch-sorcerer than a 
  street-corner soothsayer. Despite his flaky demeanor 
  and odd presentation, “the Crystal Seer” is a skilled 
  diviner, learned in powerful methods of magical scrying. 
  Vain and egocentric, Viscount Zanzig would like to be 
  adored and envied by high society as a nobleman mystic 
  and supreme master of his art, but his ideals of honor 
  and respect are undermined by his chicken-hearted 
  aversion to both conflict and responsibility. He attempts 
  to impress potential clients with minor feats of 
  mentalism and a hammy sense of showmanship, 
  nervously avoiding requests to delve into the affairs of 
  dangerous beings or perilous situations (however, being 
  weak-willed, his cowardly prudence can often be 
  overcome by coin, kindness, or coercion). Despite his 
  contradictory preference for ignorance, the viscount 
  knows a great deal of lore and has the capacity to 
  discern hard-to-find information with frightening ease, 
  though there are rumors that he occasionally indulges in 
  some unsavory and risky vices in order to forget those 
  things he wishes he didn’t know. He is instantly 
  recognizable by his namesake crystal ball and his 
  ostentatious, high-collared robe of scintillating colors. 
  The one fact that the Crystal Seer will never divulge is 
  that he is secretly a reluctant pawn of the Khan of 
  Nightmares, left in the open to ply his trade so that the 
  Khan’s enemies may be identified by their queries and 
  then fed information that suits the Khan’s evil schemes. 
   
  Dreamburning and Viscount Zanzig
  Dreamburning and Viscount Zanzig
  Dreamburning and Viscount Zanzig
  Dreamburning and Viscount Zanzig    
  Hope:  Viscount Twillion Zanzig was once the court 
  seer of Sarnath, a great and beautiful city. He foretold 
  that a terrible doom would come, but fled in fear before 
  whatever it was befell his beloved city. Willfully ignorant 
  of what happened thereafter, he hopes against reason 
  that his prediction was wrong. 
  Goal:  Zanzig dreams of leading a life of luxury in the 
  company of civilized aristocrats and charming nobles 
  who laugh at his jokes and clap at his parlor tricks, 
  considering the fact that he lives in the Tarnished Souk, 
  he is constantly disappointed. 
  Note: Zanzig no longer has an Aspiration. He once 
  aspired to overcome his shortcomings and become a 
  great hero, but the Khan of Nightmares burned that 
  dream away during his unsuccessful struggle to resist 
  domination. 
   
  In the Tarnished Souk
  In the Tarnished Souk
  In the Tarnished Souk
  In the Tarnished Souk    
  The Crystal Seer advertises his act through booming 
  announcements, magical pyrotechnics, and a gang of 
  petty flunkies hired to roam the Tarnished Souk 
  exclaiming scripted testimonials about his amazing 
  insight. The prognosticator receives his clients in a 
  dimly lit red velvet tent full of occult curiosities and 
  icons of obscure gods and spirits. Inside, he perches on a 
  throne-like chair behind a low wooden table upon which 
  rests his crystal ball, inviting his clients to sit and have 
  their fortunes told. Should he wish to end a session 
  prematurely, he feigns a dizzy spell, asking his albino 
  pygmy manservant, Udo, to escort everyone out. 
   
  Lore
  Lore
  Lore
  Lore    
  Characters may learn the following information via 
  Diplomacy (Gather Information) or Knowledge (Local) 
  skill checks: 
  DC 15 – You learn the location of an eccentric elf 
  fortuneteller, “the Crystal Seer.”   
  DC 20 - He is a savant diviner. Other merchants 
  remark, “He knows all and sees all, if you can get him to 
  open his eyes.” 
  DC 25 - His crystal ball is not just a prop - an expert at 
  scrying he can see through powerful illusions with ease. 
  DC 35 - Despite his proud pomp, he is a coward, 
  nervous and easily cowed. He has a vice for dream-
  based narcotics. 
  DC 40 - Due to a nasty betting scandal years ago that 
  involved the Pasha of Swirling Ashes and a vast sum of 
  money, Zanzig is forbidden from providing direct 
  information about the Coliseum’s gladiatorial games or 
  their outcomes. 
   
   
  How to use Viscount Zanzig
  How to use Viscount Zanzig
  How to use Viscount Zanzig
  How to use Viscount Zanzig    
  • The Crystal Seer’s standard prices for divinations 
  follow the usual formula (Caster Level × Spell Level × 
  10 gp), with no cap for maximum price. He charges 
  extra for dangerous questions but also for minor 
  spells, he considers a waste of his time. 
  • Unfettered access to the Crystal Seer’s powerful 
  abilities could reveal too much too soon, so GMs may 
  wish to limit his use. It is possible that: a) he refuses 
  to answer some questions, afraid of getting on the 
  wrong side of a fearsome being. b) He is intoxicated 
  with dream-narcotics and temporarily unreliable. c) A 
  query might violate his ban on predicting the 
  Coliseum’s games [see Lore, above]. Or d) the Khan of 
  Nightmares uses his secret influence over Zanzig to 
  provide misinformation or misdirect the PCs. 
  • The PCs might know the following obscure lore with a 
  Knowledge (History or Planes) skill check [DC 45]: 
  “The great city of Sarnath is no more, destroyed by a 
  mysterious flood. Looters of Sarnath’s ruins found 
  signs that the populace went mad, committing 
  unspeakable acts before evil waters claimed them all.”  
  If confronted with this unwelcome revelation, he 
  snaps, spiraling into a self-destructive depression. 
  • The Khan of Nightmares’ influence over the Crystal 
  Seer is very subtle. The Khan almost never issues 
  commands 
  through 
  the 
  diadem 
  of 
  servitude, 
  preferring to silently observe from time to time 
  without interference (Sense Motive DC 36 to detect 
  Zanzig’s untrustworthy nature). A protection from 
  evil spell cast upon Zanzig temporarily suppresses the 
  diadem of servitude’s link. 
   
  
  2 
  Viscount Zanzig, the Crystal Seer, 
  Viscount Zanzig, the Crystal Seer, 
  Viscount Zanzig, the Crystal Seer, 
  Viscount Zanzig, the Crystal Seer, 
  High Prognosticator of Sarnath
  High Prognosticator of Sarnath
  High Prognosticator of Sarnath
  High Prognosticator of Sarnath    CR 16
  CR 16
  CR 16
  CR 16    
  XP 76,800 
  Male savant elf wizard (diviner) 15 
  N Medium humanoid (elf) 
  Init +13; Senses low-light vision; Perception +10 
   
  Defense
  Defense
  Defense
  Defense    
  AC 22, touch 15, flat-footed 22 (+7 armor, +3 defending, 
  +2 Dex) 
  hp 100 (15d6+45) 
  Fort +10, Ref +9, Will +19; +2 vs. enchantment 
  Defensive Abilities combat insight, deductive leap, 
  forewarned, uncanny dodge; Immune sleep 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 30 ft. 
  Melee defending quarterstaff +10/+5 (1d6+3) 
  Special Attacks combat insight, diviner's fortune 
  15/day 
  Spells Prepared (CL 15th; concentration +27) 
  8th—discern location, greater prying eyes, mass charm 
  monster (DC 30), mirrored oracle 
  7th—greater arcane sight, greater scrying (DC 31), 
  greater teleport, insanity (DC 29), monstrous lore 
  6th—analyze dweomer (2), globe of invulnerability, 
  mass suggestion, mislead (DC 28), teleport tracer 
  5th—contact other plane, passwall, prying eyes, 
  sending, teleport, x-ray vision 
  4th—arcane eye (2), confusion (2, DC 26), greater 
  invisibility, locate creature (2), portrait of the wanted 
  stoneskin 
  3rd—arcane sight (2), clairaudience/clairvoyance (2), 
  deep slumber (DC 25), displacement, haste,  
  2nd—detect thoughts (2, DC 26), locate object (3), 
  misdirection (DC 22), resist energy, touch of idiocy 
  1st—detect secret doors (2), disguise self (DC 23), 
  endure elements, feather fall, identify (2), shield 
  Cantrips (at will)—arcane mark, detect magic, detect 
  poison, read magic 
  Opposition Schools evocation, necromancy 
   
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat Zanzig detests violence and uses his 
  predictive powers to avoid combat as best he can. 
  During Combat Should Zanzig encounter combat, he 
  does his best to flee quickly, making use of spells such as 
  feather fall, greater invisibility, haste, and teleport.  
  Should he be unable to flee, he defends himself as best 
  he can, using stoneskin, followed by haste, shield, and 
  greater invisibility if not already active. 
  Morale Zanzig is cowardly.  He flees immediately and 
  should he be reduced to 30 hit points, he surrenders, 
  and then teleports away unless prevented from doing so. 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 14, Dex 14, Con 16, Int 35, Wis 26, Cha 8 
  Base Atk +7; CMB +9; CMD 32 
  Feats Blind-FightB, Combat Expertise, Craft Staff, Craft 
  Wondrous ItemB, Defensive Combat Training, Diviner's  
   
   
  Delving1, Greater Spell Focus (divination), Improved 
  Initiative, Run, Scribe ScrollB, Skill Focus (Diplomacy), 
  Spell Focus (divination), Spell Mastery (arcane eye, 
  deep slumber, detect magic, feather fall, haste, mage 
  armor, 
  misdirection, 
  nondetection, 
  spider 
  climb, 
  teleport)B 
  Skills Appraise +30*, Climb +17, Craft (glass) +32*, 
  Diplomacy +20*, Disable Device +17*, Disguise +14*, 
  Knowledge (arcana, engineering, history, local, planes, 
  religion) +30*, Knowledge (other) +12, Linguistics 
  +30*, Perception +10, Profession (fortune teller) +26*, 
  Sense Motive +23, Sleight of Hand +17*, Spellcraft 
  +30*, Stealth +17; Racial Modifiers +2 Perception 
  Languages Aboleth, Abyssal, Aklo, Aquan, Auran, 
  Boggard, Celestial, Common, Cyclops, Dark Folk, 
  Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, 
  Halfling, Ignan, Infernal, Orc, Sphinx, Sylvan, Tengu, 
  Terran, Treant, Undercommon, Vegepygmy, Worg 
  SQ arcane bond (staff), elven magic, scrying adept, skill 
  insight, skill mastery*, terrain insight 
  Gear +3 defending quarterstaff of transmutation, 
  amulet of nondetection, belt of physical perfection +6, 
  bracers of armor +7, cloak of resistance +2, crystal ball 
  (as greater scrying [DC 20], true seeing), diadem of 
  servitude, ring of revelation, ring of sustenance, robe of 
  
  3 
  scintillating colors, slippers of spider climbing, mwk 
  artisan tools, mwk thieves' tools, spell component pouch 
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Combat Insight (Ex) Zanzig gains a +2 insight bonus 
  on attack and damage rolls and a +2 insight bonus to 
  armor class against any creature he has watched in 
  combat for 3 rounds. 
  Deductive Leap (Ex) Once per round, Zanzig can 
  choose to substitute his Intelligence modifier for the 
  ability modifier usually associated with a saving throw 
  he is about to make. The decision to use this ability must 
  be made before the saving throw is rolled, and this 
  ability can be used even if Zanzig does not know what 
  the saving throw is for. 
  Skill Insight (Ex) Zanzig gains a +4 insight bonus to 
  Bluff, Diplomacy, Intimidate, and Sense Motive against 
  creatures he has observed or interacted with for 1 
  minute. He can also Knowledge (all), Disable Device, 
  Linguistics, and Use Magic Device skills untrained. 
  Zanzig 
  gains 
  Disable 
  Device, 
  Knowledge 
  (all), 
  Linguistics, and Use Magic Device as class skills in 
  addition to any he has from their racial hit dice and/or 
  class levels. 
  Skill Mastery (Ex) Zanzig can Take 10 with the 
  indicated skills, even if stress or distraction would 
  normally prevent him from doing so. 
  Terrain Insight (Ex) Zanzig gains a +4 insight bonus 
  on initiative rolls and Perception and Stealth checks in 
  any area with which he is very familiar (that is, a place 
  that he has been to often and feels at home in). 
   
  Diadem of Servitude
  Diadem of Servitude
  Diadem of Servitude
  Diadem of Servitude    
  Aura strong enchantment and transmutation; CL 17th 
  Slot headband; Price 285,000 gp; Weight 1 lb. 
  Description 
  Designed and crafted specifically for the Crystal Seer, 
  this delicate looking crown grants a +6 enhancement 
  bonus to his Intelligence and Wisdom, as well as the 
  bonus skill ranks as a headband of vast intelligence 
  (Climb, Disguise, Sleight of Hand). Additionally, the 
  wearer is subjected to a dominate monster effect (DC 
  33) repeatedly until the item is removed, or the subject 
  fails their save. Once the wearer fails their save, they do 
  not willingly remove the diadem, attempting to put it 
  back on should it be forcefully removed. Built to the 
  specifications of the Khan of Nightmares, the wearer 
  and the Khan can communicate telepathically across any 
  distance (but not across planar boundaries), so long as 
  the Khan himself desires. 
  Construction 
  Requirements Craft Wondrous Item, dominate 
  monster, fox's cunning, mind fog, owl's wisdom, 
  telepathic bond; Cost 142,500 gp 
   
  The Khan of
  The Khan of
  The Khan of
  The Khan of    Nightmare's Amulet of 
  Nightmare's Amulet of 
  Nightmare's Amulet of 
  Nightmare's Amulet of 
  Command
  Command
  Command
  Command    
  Aura overwhelming enchantment; CL 20thh 
  Slot neck; Weight — 
  Description 
   
  Ring of Revelation 
   
  This gold chain bears a pendant with a multitude of 
  small gems of many different types. It grants the wearer 
  the ability to control the minds and bodies of others. 
  This amulet possesses 50 charges which can be used to 
  power the following abilities (using the wearers highest 
  mental ability score to set any save DC), and recharge 
  automatically after 24 hours. 
  1 charge: 
  • deep slumber (DC 13; no Hit Dice limit) 
  • feeblemind (DC 15) 
  • mass charm monster (DC 18) 
  • mass suggestion (DC 16) 
  • mind fog (DC 15) 
  2 charges 
  • dominate monster (DC 19) 
  • mass hold monster (DC 19) 
  This amulet can also be used to control up to 20 
  different items designed to exert control over others, 
  such as a diadem of servitude. 
  Destruction 
  If worn by a creature wearing 10 items it controls, the 
  amulet is destroyed, and the wearer must succeed on a 
  Will save (DC 40) or be permanently effected by 
  feeblemind and mind fog. A miracle spell cast by a 
  worshiper of a deity of freedom can remove these 
  effects. 
   
  Ring of Revelation
  Ring of Revelation
  Ring of Revelation
  Ring of Revelation    
  Aura strong divination; CL 17th 
  Slot ring; Price 255,000 gp; Weight — 
  Description 
  The wearer of this ring is continuously protected by both 
  foresight and true seeing. 
  Construction 
  Requirements Forge Ring, foresight, true seeing; 
  Cost 127,500 gp 
   
  Mirrored Oracle
  Mirrored Oracle
  Mirrored Oracle
  Mirrored Oracle    
  School: Divination; Level: Clr 8, Sor/Wiz 8 
  Casting Time: 10 minutes 
  Components: V, S, M (silver mirror) 
  Range: Touch 
  Target: Creature touched 
  
  4 
  Duration: 1 hour/level 
  By entering into a deep trance, you can portend another 
  creature’s future and provide him with additional 
  insight about what lies ahead of him. Mirrored oracle 
  does not provide the character any specific or even 
  vague knowledge about his future. Instead, the character 
  experiences a strange sense of déjà vu throughout the 
  spell’s duration. In game terms, this spell gives the 
  character a total insight bonus equal to the caster level 
  that he can add, in partial increments, to his AC or to 
  any die roll including attack and damage rolls, saving 
  throws, skill checks and ability checks even after 
  determining the initial outcome (excluding rolls for hit 
  points). Whenever he applies an insight bonus under 
  any of the preceding circumstances, he subtracts that 
  amount from his remaining insight bonus until it is 
  exhausted. An insight bonus added to his AC only 
  applies to one attack made against him. For instance, a 
  mirrored oracle spell cast by a 17th level cleric grants 
  the recipient a total insight bonus of +17. If the character 
  adds a +5 insight bonus to a saving throw, a +3 insight 
  bonus to an attack roll and a +3 insight bonus to AC, he 
  still has a +6 bonus that he can add to any one die roll or 
  to multiple die rolls as long as the cumulative bonus 
  does not exceed +6. The spell ends when the character 
  has completely exhausted his insight bonus, and the 
  effects of multiple oracle spells do not stack. 
   
  Monstrous Lore
  Monstrous Lore
  Monstrous Lore
  Monstrous Lore    
  School: Divination; Level: Clr 7, Drd 7, Sor/Wiz 7 
  Casting Time: 1 minute 
  Components: V, S, M (a piece of the monster’s body  
  or scat) 
  Range: Touch 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: Yes 
  You learn the names of all the creature’s extraordinary, 
  supernatural, and spell-like abilities, including but not 
  limited to Special Defenses, Special Attacks, and Special 
  Qualities. You can cast this spell on a piece of the 
  creature or the creature’s scat. You can cast the spell on 
  decayed, desiccated or fresh parts of a creature. Once 
  cast you gain the knowledge (the names), but you do not 
  learn the details of what those abilities do. 
   
  Portrait of the Wanted
  Portrait of the Wanted
  Portrait of the Wanted
  Portrait of the Wanted    
  School: Divination; Level: Pal 4, Rgr 4, Sor/Wiz 4 
  Casting Time: 1 standard action 
  Components: V, S, F (item on which it is cast) 
  Range: Touch 
  Target: Touched object 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: No 
  You draw an image of the last creature that touched the 
  targeted item. Any creature with an intelligence score of 
  3 or below that touched the item is not revealed. You can 
  draw an image of the last intelligent creature to touch 
  the item within a number of days equal to your caster 
  level with an extreme level of skill. If the item hasn’t 
  been touched for a number of days greater than your 
  caster level you obtain no image at all. For example, a 
  diviner investigating a murder can cast this spell on an 
  item found at the murder scene and draw an image of 
  who touched it last in hopes of identifying the killer or a 
  witness. This spell can be fooled with illusions. For 
  example, if a diviner cast this spell on a silver coin last 
  touched by an elf that was affected by polymorph to look 
  like a halfling, a mental image of the halfling with the 
  silver coin in hand would be revealed. If the last person 
  to touch the item was wearing a mask at the time he 
  touched it, you draw only his masked face, although you 
  still get an idea of his general size and shape. 
   
  Teleport Tracer
  Teleport Tracer
  Teleport Tracer
  Teleport Tracer    
  School: Divination; Level: Sor/Wiz 6 
  Casting Time: 1 standard action 
  Components: S 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: One teleportation spell 
  Duration: Instantaneous 
  Saving Throw: None; Spell Resistance: No 
  You immediately know the destination of the most 
  recent spell with the teleportation subschool cast within 
  the range. You know the location well enough to teleport 
  to it immediately with no chance of error, although the 
  spell confers no ability to teleport. 
   
  X
  XX
  X----Ray Vision
  Ray Vision
  Ray Vision
  Ray Vision    
  School: Divination; Level: Sor/Wiz 5 
  Casting Time: 1 standard action 
  Components: V, S, M (a piece of glass) 
  Range Touch 
  Target Creature touched 
  Duration 1 min./level 
  Saving Throw Will negates (harmless);  
  Spell Resistance yes (harmless) 
  The subject can see into and through solid matter. At a 
  range of 20 feet, the subject can see as if it were looking 
  at something in normal light—even if there is none. For 
  example, if the subject looks into a locked chest, it can 
  see inside even if there’s no light within. X-ray vision 
  can penetrate matter based on the type of material and 
  the caster’s level: 
   
  Substance 
  Scanned 
  *Thickness Per 
  Round 
  Maximum 
  Thickness 
  Organic matter 
  (animal) 
  2 feet/5 levels 
  2 feet/level 
  Organic matter 
  (vegetable) 
  1 foot/5 levels 
  2 feet/level 
  Stone 
  6 inches/5 levels 
  1 foot/level 
  Iron, steel, and 
  so on 
  Half-inch/5 
  levels 
  1 inch/level 
  Lead, 
  gold, 
  platinum 
  Cannot penetrate 
  N/A 
  * Thickness penetrated per round of X-raying 
   
  It’s possible to scan an area of up to 100 square feet in 1 
  round. For example, during 1 round you could scan a 
  stone wall 10 feet wide and 10 feet high. Alternatively, 
  you could scan an area 5 feet wide and 20 feet high. You 
  are 90 percent likely to locate secret compartments, 
  drawers, recesses, and doors using X-ray vision 
  scanning. 
  
  5 
  Vi
  Vi
  Vi
  Viscount Zanzig, the Crystal Seer
  scount Zanzig, the Crystal Seer
  scount Zanzig, the Crystal Seer
  scount Zanzig, the Crystal Seer    
  CR 11
  CR 11
  CR 11
  CR 11    
  XP 12,800 
  Male savant elf wizard (diviner) 10 
  N Medium humanoid (elf) 
  Init +9; Senses low-light vision; Perception +8 
   
  Defense
  Defense
  Defense
  Defense    
  AC 15, touch 10, flat-footed 15 (+5 armor) 
  hp 47 (10d6+10) 
  Fort +4, Ref +3, Will +13; +2 vs. enchantment 
  Defensive Abilities combat insight, deductive leap, 
  forewarned, uncanny dodge; Immune sleep 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 30 ft. 
  Melee +1 quarterstaff +1 (1d6+1)  
  Special Attacks combat insight, diviner's fortune 
  13/day 
  Spells Prepared (CL 10th; concentration +20) 
  5th—contact other plane, prying eyes, teleport (2), x-
  ray vision 
  4th—arcane eye, confusion (DC 24), greater invisibility, 
  locate creature (2), portrait of the wanted stoneskin 
  3rd—arcane sight, clairaudience/clairvoyance (2), deep 
  slumber (DC 23), displacement, haste, perilous strike 
  2nd—detect thoughts (2, DC 23), locate object (3), 
  misdirection (DC 22), resist energy, touch of idiocy 
  1st—detect secret doors (2), disguise self (DC 21), 
  endure elements, feather fall, identify (2), shield 
  Cantrips (at will)—arcane mark, detect magic, detect 
  poison, read magic 
  Opposition Schools evocation, necromancy 
   
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat Zanzig detests violence and uses his 
  predictive powers to avoid combat as best he can. 
  During Combat Should Zanzig encounter combat, he 
  does his best to flee quickly, making use of spells such as 
  feather fall, greater invisibility, haste, and teleport.  
  Should he be unable to flee, he defends himself as best 
  he can, using stoneskin, followed by haste, shield, and 
  greater invisibility if not already active. 
  Morale Zanzig is cowardly.  He flees immediately and 
  should he be reduced to 30 hit points, he surrenders, 
  and then teleports away unless prevented from doing so. 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 10, Dex 10, Con 12, Int 30, Wis 22, Cha 8 
  Base Atk +5; CMB +5; CMD 20 
  Feats Blind-FightB, Combat Expertise, Craft Wondrous 
  ItemB, Defensive Combat Training, Improved Initiative, 
  Scribe ScrollB, Skill Focus (Diplomacy), Spell Focus 
  (divination), Spell Mastery (arcane eye, deep slumber, 
  detect magic, feather fall, haste, mage armor, 
  misdirection, nondetection, spider climb, teleport)B 
  Skills Appraise +23*, Craft (glass) +25*, Diplomacy 
  +15*, Disable Device +10*, Knowledge (arcana, history, 
  local, planes, religion) +23*, Knowledge (other) +10, 
  Linguistics +23*, Perception +8, Profession (fortune 
  teller) +19*, Sleight of Hand +10*, Spellcraft +23*, 
  Stealth +10; Racial Modifiers +2 Perception 
  Languages Abyssal, Aklo, Aquan, Auran, Celestial, 
  Common, Cyclops, Draconic, Dwarven, Elven, Giant, 
  Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, 
  Sylvan, Terran, Treant, Undercommon 
  SQ arcane bond (staff), elven magic, scrying adept, skill 
  insight, skill mastery*, terrain insight 
  Gear +1 quarterstaff, amulet of nondetection, belt of 
  physical perfection +2, bracers of armor +5, crystal 
  ball (detect thoughts), diadem of mental prowess +2 
  (Int, Wis; Sleight of Hand), ring of sustenance, robe of 
  scintillating colors, slippers of spider climbing, mwk 
  artisan tools, mwk thieves' tools, spell component pouch 
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Combat Insight (Ex) Zanzig gains a +2 insight bonus 
  on attack and damage rolls and a +2 insight bonus to 
  armor class against any creature he has watched in 
  combat for 3 rounds. 
  Deductive Leap (Ex) Once per round, Zanzig can 
  choose to substitute his Intelligence modifier for the 
  ability modifier usually associated with a saving throw 
  he is about to make. The decision to use this ability must 
  be made before the saving throw is rolled, and this 
  ability can be used even if Zanzig does not know what 
  the saving throw is for. 
  Skill Insight (Ex) Zanzig gains a +4 insight bonus to 
  Bluff, Diplomacy, Intimidate, and Sense Motive against 
  creatures he has observed or interacted with for 1 
  minute. He can also Knowledge (all), Disable Device, 
  Linguistics, and Use Magic Device skills untrained. 
  Zanzig 
  gains 
  Disable 
  Device, 
  Knowledge 
  (all), 
  Linguistics, and Use Magic Device as class skills in 
  addition to any he has from their racial hit dice and/or 
  class levels. 
  Skill Mastery (Ex) Zanzig can Take 10 with the 
  indicated skills, even if stress or distraction would 
  normally prevent him from doing so. 
  Terrain Insight (Ex) Zanzig gains a +4 insight bonus 
  on initiative rolls and Perception and Stealth checks in 
  any area with which he is very familiar (that is, a place 
  that he has been to often and feels at home in). 
   
  Perilous Strike
  Perilous Strike
  Perilous Strike
  Perilous Strike    
  School: Divination; Level: Sor/Wiz 3 
  Components: V, M (a platinum miniature archery 
  target worth 100 gp) 
  Casting Time: 1 standard action 
  Range: Personal 
  Duration: 1 round/level or until discharged 
  This spell guides the caster’s claw (or other weapon) 
  with supernatural knowledge. The next attack the caster 
  makes during the duration that would miss its target 
  gains a +20 insight bonus. If the caster strikes the target 
  using this additional bonus, make a normal attack roll 
  (without the +20 insight bonus) to confirm a critical as 
  if you had threatened with a critical (whether you did or 
  not). If you confirm the critical strike, resolve it as if you 
  had really rolled a critical hit. 
  The spell affects only one attack and then ends. 
  
  6 
  Viscount Zanzig of Sarnath
  Viscount Zanzig of Sarnath
  Viscount Zanzig of Sarnath
  Viscount Zanzig of Sarnath    
  CR 6
  CR 6
  CR 6
  CR 6    
  XP 2,400 
  Male savant elf wizard (diviner) 5 
  N Medium humanoid (elf) 
  Init +1; Senses low-light vision; Perception +7 
   
  Defense
  Defense
  Defense
  Defense    
  AC 11, touch 9, flat-footed 11 (+2 armor, -1 Dex) 
  hp 20 (5d6) 
  Fort +1, Ref +0, Will +9; +2 vs. enchantment 
  Defensive Abilities combat insight, deductive leap, 
  forewarned, uncanny dodge; Immune sleep 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 30 ft. 
  Melee quarterstaff +1 (1d6-1)  
  Special Attacks combat insight, diviner's fortune 
  11/day 
  Spells Prepared (CL 5th; concentration +13) 
  3rd—clairaudience/clairvoyance, deep slumber (DC 
  21), haste, perilous strike 
  2nd—detect thoughts (DC 21), locate object (2), resist 
  energy, speak with objects, spider climb 
  1st—detect secret doors, disguise self (DC 19), feather 
  fall, identify, foe’s measure, shield 
  Cantrips (at will)—canny shot, detect magic, detect 
  poison, read magic 
  Opposition Schools evocation, necromancy 
   
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat Zanzig detests violence and uses his 
  predictive powers to avoid combat as best he can. 
  During Combat Should Zanzig encounter combat, he 
  does his best to flee quickly, making use of spells such as 
  feather fall, haste, perilous strike, and spider climb.  
  Should he be unable to flee, he defends himself as best 
  he can, using total defense and shield. 
  Morale Zanzig is cowardly.  He flees immediately and 
  surrenders if cornered. 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 8, Dex 8, Con 10, Int 27, Wis 20, Cha 8 
  Base Atk +2; CMB +1; CMD 10 
  Feats Blind-FightB, Combat Expertise, Craft Wondrous 
  ItemB, Scribe ScrollB, Skill Focus (Diplomacy), Spell 
  Focus (divination) 
  Skills Appraise +16*, Craft (glass) +16*, Diplomacy 
  +7*, Knowledge (arcana, history, local, planes, religion) 
  +16*, 
  Knowledge 
  (other) 
  +8, 
  Linguistics 
  +16*, 
  Perception 
  +7, 
  Profession 
  (fortune 
  teller) 
  +13*, 
  Spellcraft +16*; Racial Modifiers +2 Perception 
  Languages Abyssal, Aklo, Auran, Celestial, Common, 
  Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, 
  Infernal, Sylvan, Terran, Undercommon 
  SQ arcane bond (staff), elven magic, skill insight, skill 
  mastery*, terrain insight 
  Gear quarterstaff, bracers of armor +2, crystal ball, 
  robe of scintillating colors, artisan tools, spell 
  component pouch 
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Combat Insight (Ex) Zanzig gains a +2 insight bonus 
  on attack and damage rolls and a +2 insight bonus to 
  armor class against any creature he has watched in 
  combat for 3 rounds. 
  Deductive Leap (Ex) Once per round, Zanzig can 
  choose to substitute his Intelligence modifier for the 
  ability modifier usually associated with a saving throw 
  he is about to make. The decision to use this ability must 
  be made before the saving throw is rolled, and this 
  ability can be used even if Zanzig does not know what 
  the saving throw is for. 
  Skill Insight (Ex) Zanzig gains a +4 insight bonus to 
  Bluff, Diplomacy, Intimidate, and Sense Motive against 
  creatures he has observed or interacted with for 1 
  minute. He can also Knowledge (all), Disable Device, 
  Linguistics, and Use Magic Device skills untrained. 
  Zanzig 
  gains 
  Disable 
  Device, 
  Knowledge 
  (all), 
  Linguistics, and Use Magic Device as class skills in 
  addition to any he has from their racial hit dice and/or 
  class levels. 
  Skill Mastery (Ex) Zanzig can Take 10 with the 
  indicated skills, even if stress or distraction would 
  normally prevent him from doing so. 
  Terrain Insight (Ex) Zanzig gains a +4 insight bonus 
  on initiative rolls and Perception and Stealth checks in 
  any area with which he is very familiar (that is, a place 
  that he has been to often and feels at home in). 
   
  Canny Shot
  Canny Shot
  Canny Shot
  Canny Shot    
  School: Divination; Level: Sor/Wiz 0 
  Casting Time: 1 Standard action 
  Components: V, S 
  Range: Personal 
  Target: You 
  Duration: see text 
  You gain temporary, intuitive insight into the immediate 
  future during your next attack. Your next single ranged 
  attack roll (if it is made before the end of the next 
  round) gains a +2 insight bonus. Additionally, you 
  reduce the miss chance that applies to attackers trying 
  to strike a concealed target by 20%. 
   
  Foes’ Measure
  Foes’ Measure
  Foes’ Measure
  Foes’ Measure    
  School: Divination; Level: Sor/Wiz 1 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: Creatures in a 30-ft.-radius burst. 
  Duration: Instantaneous 
  Saving Throw: Special (see text); 
  Spell Resistance: Yes 
  The caster learns the power of all affected creatures in 
  the area of effect. He learns their class or creature type 
  (and subtype) along with their level or HD. Disguised 
  creatures 
  cause 
  the 
  spell 
  to 
  provide 
  whatever 
  information the disguised creature wishes 
  (example commoner level 1 or dragon (fire) HD 25). 
   
   
  
  7 
  Speak with Objects
  Speak with Objects
  Speak with Objects
  Speak with Objects    
  School: Divination; Level: Sor/Wiz 2 
  Casting Time: 1 standard action 
  Components: V, S 
  Range: Personal 
  Target: You 
  Duration: 1 min./level 
  You can comprehend and communicate telepathically 
  with manufactured objects, including animated objects 
  and constructs. You are able to ask questions and 
  receive answers from objects. An inanimate object’s 
  sense of its surroundings is limited, so it won’t be able to 
  give or recognize detailed descriptions of creatures or 
  answer questions about events outside its immediate 
  vicinity. The spell doesn’t make animated objects or 
  constructs any more friendly or cooperative than 
  normal. Furthermore, they are likely to make inane 
  comments. If an animated object or construct is friendly 
  toward the caster, it may do some favor or service for the 
  caster (as determined by the GM). 
   
  Savant Creature Template
  Savant Creature Template
  Savant Creature Template
  Savant Creature Template  
  (CR+0 or+2) 
   
  Savants are creatures gifted with unusual intelligence 
  due to some accident of birth. Physically weak and 
  socially inept, they live on the fringes of the social order 
  and are viewed as oracles at best or freaks at worst. 
  Despite their quick wits, flawless memories, and 
  faultless logic, few savants become leaders of their kind. 
  Some, however, gain considerable political power by 
  serving as advisors to more charismatic leaders who are 
  socially acceptable to others. Such injustice often makes 
  savants bitter and vengeful creatures. 
   
  A savant looks much like any normal member of its 
  race, though it usually has an enlarged skull to house its 
  extra-large brain. The typical savant also has some 
  physical deformity, such as a club foot or a twisted 
  back—a feature that further erodes its ability to relate to 
  others. 
   
  Creating a Savant Creature 
  “Savant” is an inherited template that can be added to 
  any creature with an Intelligence score of 3 or higher. A 
  savant uses all the base creature’s statistics and special 
  abilities except as noted here. 
  CR: Same as the base creature. The savant’s high 
  Intelligence should make it a much greater threat than 
  an average member of its race because of the plots and 
  machinations it can invent, but in physical combat, no 
  adjustment or a +1 adjustment to CR should be 
  appropriate. If the savant can cast spells as a cleric, 
  druid, or wizard, the abnormally high save DCs may 
  justify a +2 CR adjustment. 
   
  Defensive Abilities: The savant retains all the base 
  creature’s defensive abilities and gains those described 
  here. 
  Combat Insight (Ex): A savant gains a +2 insight 
  bonus on attack and damage rolls and A +2 insight 
  bonus to AC against any creature it has watched in 
  combat for at least 3 rounds. 
  Deductive Leap (Ex): Once per round, a savant can 
  choose to substitute its Intelligence modifier for the 
  ability modifier usually associated with a saving throw it 
  is about to make. The decision to use this ability must be 
  made before the saving throw is rolled, and this ability 
  can be used even if the savant does not know what the 
  saving throw is for. 
  Uncanny Dodge (Ex): A savant retains its 
  Dexterity bonus to AC regardless of being caught fl at-
  footed or attacked by an unseen opponent. If the base 
  creature already has uncanny dodge or gains it later as a 
  result of class levels or a template, it gains the improved 
  uncanny dodge quality instead. 
   
  Special Qualities: A savant gains the following. 
  Skill Mastery (Ex): A savant chooses number of skills 
  equal to 3 + its Intelligence modifier when the template 
  is added. It may take 10 on checks made with any of 
  these skills, even if stress or distraction would normally 
  prevent it from doing so. 
  Terrain Insight (Ex): A savant gains a +4 insight 
  bonus on initiative rolls and Perception and Stealth 
  checks in any area with which it is very familiar (that is, 
  a place that the savant has been to often and feels at 
  home in). 
   
  Abilities: Str –2 (minimum 1), Dex –2 (minimum 1), 
  Con –2 (minimum 1), Int +10, Wis +6, Cha –4 
  (minimum 1). Savants are often physically weak and 
  socially inept, but they have keen minds. 
   
  Skills: T e savant retains the racial skill bonuses of the 
  base creature, but it loses all skill ranks the base 
  creature possessed. Recalculate skill points for the 
  savant’s racial Hit Dice as 6 + intelligence modifier, then 
  purchase its skills afresh. Treat the base creatures’ skills 
  and Linguistics, Disable Device, Knowledge (all), and 
  Use Magic Device as class skills. The savant retains any 
  skill points gained from class levels. 
   
  A savant gains a +4 insight bonus on Bluff , Diplomacy, 
  Intimidate, and Sense Motive checks against creatures it 
  has observed or interacted with for 1 minute. 
  Furthermore, it can use all Knowledge skills, plus  
  Disable Device, Linguistics, and Use Magic Device 
  untrained. 
   
  Feats: A savant gains Blind-Fight as a bonus feat if the 
  base creature does not already have it. 
   
   
  
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  Pantheon and Pagan Faiths ©2004 Mystic EyeGames. 
  Advanced Player's Guide, Player's Guide to Monks and Paladins, Relics & Rituals: 
  Excalibur, Relics & Rituals: Olympus, and Strange Lands: Lost Tribes of the Scarred 
  Lands all ©2004 White Wolf Inc. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn. 
  The Great City Player’s Guide © by Øone Roleplaying Games 
   
  1001 Spells Copyright 2011 Steven D. Russell; Author Steven D. Russell 
   
  Advanced Bestiary, Copyright 2004, Green Ronin Publishing, LLC; Author Matthew 
  Sernett. 
   
  Faces of the Tarnished Souk:  Viscount Zanzig, the Crystal Seer, High 
  Prognosticator of Sarnath Copyright 2011 Steven D. Russell; Authors Matt Banach 
  and Justin Sluder 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rite Publishing/Faces of the Tarnished Souk/Faces of the Tarnished Souk - Viscount Zanzig, the Crystal Seer, High Prognosticator of Sarnath.pdf