Anaxim
HD:d10
Level BAB Fort Ref Will Features
1 +0 +0 +0 +0 Apocalyptic Engine, Electricity Discharge, Multi-Purpose Arms
2 +1 +0 +0 +0 Divine Construction, Rend, Str +1, Cha +1
3 +2 +1 +1 +1 Ancient Senses, Defensive Plating, Str +1
4 +3 +1 +1 +1 Bolter Guns, Minor Divine Artifice, Cha +1
5 +3 +1 +1 +1 Heliblades, Inspired Design, Str +1
6 +4 +2 +2 +2 Lesser Divine Artifice, Cha +1
7 +5 +2 +2 +2 Axiomatic Defense, Sonic Blast, Str +1
8 +6/+1 +2 +2 +2 Never Stoping Machine, Cha +1
9 +6/+1 +3 +3 +3 Divine Artifice, Divine Construction, Str +1
10 +7/+2 +3 +3 +3 Pneumatic Pummeler, Platings of Mass Defence, Cha +1
11 +8/+3 +3 +3 +3 Unfinished Protocols, Str +1, Cha +1
12 +9/+4 +4 +4 +4 True Sight, Str +1, Cha +1
13 +9/+4 +4 +4 +4 Weapons of Mass Destruction, Str +1, Cha+1
14 +10/+5 +4 +4 +4 Iron Companion, Channel the Machine, Str +1, Cha +1
15 +11/+6/+1 +5 +5 +5 Impossible Design, Master�s Divine Artifice, Str +1, Cha +1
16 +12/+7/+2 +5 +5 +5 Drill Trough, Str +1, Cha+1
17 +12/+7/+2 +5 +5 +5 Determining Blow, Str +1, Cha+1
18 +13/+8/+3 +6 +6 +6 Supreme Divine Artifice, Str +1, Cha +1
19 +14/+9/+4 +6 +6 +6 Metal Vengeance, Str +1, Cha +1
20 +15/+10/+5 +6 +6 +6 Apocalyptic Drive, Undivine Spark, Str +1, Cha+1
21 +15/+10/+5 +6 +6 +6 Potential unleashed, Str+1, Cha+1.
22 +16/+11/+6 +7 +7 +7 Ghost in the Machine, Str+1, Cha+1.
Class Skills (2+ Int Modifier, quadruple at first level): Class skills are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Profession(Wis), and Swim (Str)
Proficiencies: Anaxim are proficient with their natural weapons only.
Features:
Apocalyptic Engine: An Anaxim loses all other racial bonuses and becomes a construct, with all of its penalties and disadvantages, except for the extra HP:
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# No Constitution score.
# Low-light vision.
# Darkvision out to 60 feet.
# Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
# Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
# Cannot heal damage on their own, but often can be repaired by certain spells. The DM may also allow the construct to be repaired with the use of the right skills with the right tools. A construct with the fast healing special quality still benefits from this quality.
# Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
# Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
# Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
# Since it was never alive, a construct cannot be raised or resurrected except for limited wish, wish and miracle. The 1st makes the construct lose a level, the other two dont.
#However, it can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials, which make it lose a level.
The Anaxim is a medium sized construct with a roughly humanoid body (two arms, two legs, head), base speed 40 feet, and is under effect of a permanent Nondetection effect with a Caster Level equal to its HD.
It also gains a bonus to its Nat armor equal to 2+Cha modifier. Finally it gains +1 HP per HD at 5 HD. This bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.
Multi-Purpose Arms: As a swift action the Anaxim can reconfigure one or both of its hands into Slams, drills or Spinning Blades, these are primary natural weapons that deal 1d8 + Str modifier Bludgeoning//Piercing/Slashing damage respectively. Further, the slams count both as natural and as manufactured weapons for the purpose of spells. The Anaxim can have one hand configured into a slam and another hand configured into a spinning blade if it so wishes, both attacks are treated as primary. They can also be permanently enchanted as normal weapons provided the Anaxim finds a willing spellcaster to do it and is present for the whole process.
Electricity Discharge: At 1st level, the Anaxim has the ability to unleash a potent electrical discharge from its body as a standard action. This discharge can take the form of either a touch attack or a touch ray attack with a range of 10 feet per HD. Either way, it deals 1d6 damage per HD.
Divine Construction: At 2nd level the Anaxim gains fast healing and DR/Chaotic and Adamantine both equal to half its HD. It also receives the Lawful subtype and all its attacks count as Lawful and Adamantine for bypassing DR.
Rend:At 2nd level if the Anaxim hits with both spinning blades, it slices particularly well. This attack automatically deals additional damage equal to twice the spinning blade damage plus 1,5 Str mod.
Ability Score Increases: The Anaxim gains a permanent +1 to
Str at all levels except 1, 4, 6, 8, 10.
Cha at all levels except 1, 3, 5, 7, 9.
For a total of +15 Str and +15 Cha at level 20 and +17 Str and +17 Cha at level 22.
Ancient Senses: At 3rd level, the Anaxim gains Blindsense with a range of 15 feet per HD and telepathy with twice that range.
Defensive Plating: At 3rd level the Anaxim gains SR equal to 15+HD, plus resistance to fire and cold equal to its HD. It may raise or lower its SR as a free action at any time even if it isnt its turn.
Bolter Guns: At 4th level, the Anaxim adds two Bolter Guns to its arsenal. A Bolter Gun is a built-in ranged weapon with a range increment of 120 feet that deals damage equal to 1d6 +Strength modifier, and counts as both a natural weapon and as a manufactured weapon, including being able to perform iterative attacks if the Anaxim has enough Bab and attacking with them both in a full-attack without penalty. The Anaxim will never run out bolts to fire. In a full attack it can combine its Bolter Guns with other ranged weapons, but not melee attacks.
The Bolter Guns can also be used to perform bull rush, trip, disarm and sunder attempts at range (in the case of the bull rush, the anaxim doesnt move, but can still push the target more than 5 feet if it beats the enemy result by enough). Opponents cannot react unless theyre threatening the Anaxim. They can also be permanently enchanted as normal weapons, provided the Anaxim finds a willing spellcaster to do it and is present for the whole process.
At 8 HD and every 4 HD thereafter the Anaxim gains a new Bolter Gun.
Minor Divine Artifice: Starting at 4th level, the Anaxim gains the power to ignite the latent divine power within itself to imitate magic, gaining the power to cast spell-like abilities. Any save DCs for the Anaxims SLAs are equal to 10+1/2HD+Cha modifier.
At 4th level, the Anaxim can use Blur and Invisibility once per day per HD.
Heliblades: Starting at 5th level, the Anaxim gains a fly speed equal to 10 feet per HD, with perfect maneuverability.
Inspired Design: At 5th level the Anaxims spinning blades/slams now deal damage as if the Anaxim was one size category larger and its land speed increases by 20 feet. Its Bolter Guns also ignore adverse wind conditions now, including magic ones like Wind Wall.
Lesser Divine Artifice: At 6th level the Anaxim gains the ability to use Displacement, Dispel Magic, Greater Magic Weapon, Lighting Bolt and Magic Vestment as SLAs 1/day per HD. At 11 HD the Dispel Magic Upgrades to Greater Dispel Magic. The Lighting Bolt has no damage cap.
In addition the Anaxim can now count its own body as a suit of armor for purposes of receiving beneficial spells like Magic vestment, including being permanently enchanted provided the Anaxim finds a spellcaster willing to do the work and is present for the whole process.
Axiomatic Defense:At 7th level, the Anaxim can fully ignore harmful effects of spells of level (Anaxim Level/2)-1. This isnt just limited to spells wich allow SR. An Anaxim would just stomp over an Entangle spell, and a magic orb would harmlessly dissipate over its plating.
In adition, the Anaxim can fully ignore harmfull Su abilities from oponents with less HD than it has Anaxim levels.
If all Anaxim levels are taken, then it becomes immune to all magical and supernatural effects.
The Anaxim may still let benefical effects affect him as normal either way.
Sonic Blast: At 7th level as a standard action, an Anaxim can emit a cone with up to 10 feet per HD of sonic energy that deals 1d6 points of sonic damage per HD to all creatures that fail a Reflex save (DC 10+1/2 HD+Str mod). Those that succeed take half damage. Creatures failing the save are also deafened for 1 round per HD, those making the save are just deafened for 1 round. Creatures deafened by this effect take a penalty to Concentration checks equal to the Anaxims HD.
Never Stoping Machine: At 8th level the Anaxim becomes immune to polymorphing, petrification and any other effects that would alter its form.
Divine Artifice: At 9th level the Anaxim gains the ability to use Greater invisibility, Dimensional Anchor and Chain Lighting as SLAs 1/day per 2 HD. The Chain Lighting has no cap to damage.
Divine Construction: Starting at 9th level the Anaxim gains bonus hit points per HD based on his charisma modifier.
Pneumatic Pummeler : Starting at 10th level, whenever the Anaxim hits its target with a slam, it may pummel the victim into submission, starting a bull rush, disarm, sunder, grapple or trip attempt as a free action that does not cause an attack of opportunity. The Anaxim gains a bonus on this maneuvers equal to the damage dealt by the slam. This ignores freedom of movement effects.
If the Anaxim chooses to bull rush its target, it does not need to move along the victim.
If this attempt fails, the target cannot attempt to trip the Anaxim in return.
Platings of Mass Defence: At 10th level the Anaxim adds his Cha mod to all saves and Natural Armor bonus. The extra natural armor bonus gained from this ability also counts against touch attacks.
Unfinished Protocols: at 11th level the Anaxim can use Dictum, Ethereal Jaunt and Destruction as SLAs 1/day per 4 HD.
True Sight: At 12th level the Anaxim is under a permanent True Sight effect.
Weapons of Mass Destruction: The Anaxim may not be very big, but that doesnt mean it cannot butcher whole armies by now. At 13th level when the Anaxim hits an oponent with its Slam/Spinning blade, it may choose to extend its mechanical arm to also attack all creatures adjacent to the first one with the same attack! This stacks with Pneumatic Pummeler.
In addition if firing its bolters, the Anaxim may choose for them to affect a 120 feet line instead of the normal range. All creatures inside that line must suceed on a reflex save with DC 10+1/2HD+Str mod or take the bolter damage. This option ignores miss chances from enemies bigger than the Anaxim.
Iron Companion: At 14th level the Anaxim as a standard action 1/day the Anaxim can infuse an adjacent pile of scrap with artificial life, turning it into an Iron Golem under the Anaxims command. The Anaxim may not have more than one Iron Golem under its control this way.
At 16 HD and every 2 HD thereafter the Anaxim may use this ability one extra time per day and control more than one Iron Golem at a time. In addition he may as a move actionfuse two adjacent Iron Golems created this way into a 36 HD advanced Iron Golem of Huge size, or three golems into a 54 HD advanced Iron Golem of Huge size. They count as two and three Iron Golems for how many you can control at a time respectively.
Channel the Machine: At 14th level whenever the Anaxim hits an oponent in melee, it may as a swift action cast Dictum, Dimensional Anchor, Lighting Bolt, Chain Lighting or Greater Dispel Magic targeting the enemy struck in melee.
Impossible Design:At 15th level the Anaxim gains an extra pair of arms that can be turned into Slams/spinning blades as well, and it may now use its Electrecity Discharge 1/round as a free action. It may also change its arms into Slams/spinning blades as a free action.
Master�s Divine Artifice:At 15th level the Anaxim adds his Cha mod to its Fast Healing rate.
Drill Through: At 16th level the Anaxim can pierce the heavens themselves if needed. If it has at least one arm in drill mode, it may as an free action (even if it isnt its turn) block any enemy attack that would affect it by suceeding on an attack roll with its drill against the attack roll/save DC of the oponents attack. If it doesnt normally have an attack roll or save DC, it is 10+1/2HD+Highest ability score mod. The Anaxim must be aware of the attack to try to Drill Trough it, and any sucessive Drill trough in a single turn takes a cumulative -5 penalty on the Anaxims part (-5 for a second attack, -10 for a third, ect).
The Anaxim also gains a bonus on any Break and Dispel checks equal to its Cha mod, and also gains a burrow speed equal to its land speed.
Determining Blow:At 17th level the Anaxims threat for all its natural weapons is doubled, and it has 50% chance of being able to inflict critical hits on creatures normally immune to them. In addition creatures suffering a critical hit from the Anaxim must suceed on a sucessful Fort save with DC 10+1/2HD+Str mod or explode in pieces.
Supreme Divine Artifice:At 18th level the Anaxim may use Etherealness as a SLA as free action 1/day per 5 HD, but no more than 1/round, and all its movement speeds are doubled while this lasts. The Anaxim may also dismiss the effect as a free action.
Metal Vengeance:at 19th level whenever the Anaxim is attacked, the Anaxim may strike back at the attacker with a melee attack if attacked in melee (even if the oponent has superior reach) or a bolter shot if the enemy attacked from range.
Apocalyptic Drive:At 20th level the Anaxim may fully focus at a single target with mechanical precision 1/hour as a fullround action. It fires all bolter guns, then charges and performs a full attack with all its melee weapons at said target. Distance is never a problem when using this attack as long as the Anaxim can spot the target.
Undivine Spark:At 20th level, the Anaxim no auto-longer fails saves or attacks in a natural 1, and its DR now can only be bypassed by epic, good and adamantine weapons.
Potential Unleashed:At 21th level the Anaxim now works at full power. It can use any of its SLAs (except summon iron golem) at will. The HD limit on all of its SLAs and other abilities is removed.
Ghost in the Machine: At 22th level the Anaxim realizes it isnt actualy a construct. It is a design, an idea. As a free action at any time even if its its turn (but only one try per round) the Anaxim can transfer its consciouness to any manufactured object (including magic items and artifacts) or construct that it can see or one of his summoned iron golems, even if it cant seem them. Intelegent constructs, artifacts and worn items are allowed a Will save to resist this ability (DC 10+1/2HD+Cha mod). The Anaxim can jump again to another object/construct in view on the next turn if it wishes.
The original body can keep following a simple set of instructions of the Anaxims choice like it was a mindless construct. If entering a normally inanimate object the Anaxim can make it move as if under the effect of an Animate objects spell (CL=HD). The Anaxim retains its blindsight under its new form. It takes a search check with DC 10+HD+Cha mod to notice the Anaxims consciouness is inside something.
The Anaxim can return to his original body as another free action regardless of the distance and barriers between them. Should the Anaxims original body be destroyed, the Anaxims divine spark causes the surrounding world to start shaping his current body in a new Anaxim. The original body crumbles into worthless scrap, useless even as magic component to track the Anaxim, including the magic items on its possession. Bypassers stop to work on the Anaxims current body, animals join pieces as best as possible with their claws and teeths, the wind and sun themselves start shaping a new Anaxim. The process is completed in 1d10 days, after which the old object/construct is now completely replaced with a new Anaxim of same level, altough it may look diferent. The new body comes with the same magic items the Anaxims original body had at its time of destruction, in the same state/number of charges/etc.
Should the Anaxim have controled an object bigger than medium size the new Anaxim body is of that size, but the construction is unstable. Whenever the Anaxim takes damage it must make a Fort Save DC 10+Damage taken or its massive body shatters, and from the pieces emerges a regular medium-sized Anaxim.
Comments:
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Complete overhaul of the Anaxim since in retrospective it just had damage, more damage and some more raw damage in top.
Added several extra effects and utilities (disarming/triping/bullrushing people with the bolter guns for example), some defensive stuff, cooler powers for the high levels, earlier iron golems and stat bonus standardization. Plus magic immunity
I feel like it now should play like it should, a dangerous determined machine looking for a place in the world.