Anaxim[spoiler]
Level | BAB | Fort | Ref | Will | Features |
1 | +0 | +0 | +0 | +0 | Apocalyptic Engine, Electricity Discharge, Spinning Blades, Slams |
2 | +1 | +0 | +0 | +0 | Divine Construction, Str +1, Cha +1 |
3 | +2 | +1 | +1 | +1 | Minor Divine Artifice, Dex +1, Wis +1 |
4 | +3 | +1 | +1 | +1 | Created Abomination, Bolter Gun, Str +1 |
5 | +3 | +1 | +1 | +1 | Improved Divine Construction, Heliblades, Dex +1 |
6 | +4 | +2 | +2 | +2 | Lesser Divine Artifice, Str +1, Cha +1 |
7 | +5 | +2 | +2 | +2 | Undivine Will, Dex +1, Wis +1 |
8 | +6/+1 | +2 | +2 | +2 | Weapons of Mass Destruction, Str +1 |
9 | +6/+1 | +3 | +3 | +3 | Greater Divine Construction, Divine Artifice, Dex +1 |
10 | +7/+2 | +3 | +3 | +3 | Pneumatic Pummeler, Str +1, Cha +1 |
11 | +8/+3 | +3 | +3 | +3 | Sonic Blast, Dex +1, Wis +1 |
12 | +9/+4 | +4 | +4 | +4 | Greater Divine Artifice, Str +1 |
13 | +9/+4 | +4 | +4 | +4 | Tools of Deicide, Dex +1 |
14 | +10/+5 | +4 | +4 | +4 | Undivine Slaughter, Str +1, Cha +1 |
15 | +11/+6/+1 | +5 | +5 | +5 | |
16 | +12/+7/+2 | +5 | +5 | +5 | Summon Iron Golem 1/day, Str +1 |
17 | +12/+7/+2 | +5 | +5 | +5 | Supreme Divine Artifice, Dex +1 |
18 | +13/+8/+3 | +6 | +6 | +6 | Summon Iron Golem 2/day, Str +1, Cha +1 |
19 | +14/+9/+4 | +6 | +6 | +6 | Apocalyptic Drive, Dex +1, Wis +1 |
20 | +15/+10/+5 | +6 | +6 | +6 | Undivine Spark, Summon Iron Golem 3/day, Str +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): None.
Proficiencies: Anaxim are proficient with their natural weapons only.
Apocalyptic Engine: An anaxim is a monstrosity pieced together by a deranged god, following an apocalyptic design. It loses all racial traits and gains the following:
- Type: Construct (Extraplanar, Lawful)
- Land speed: 30 feet.
- Size: Medium.
- Immune to Electricity.
The anaxim has all the characteristics of the construct type, which include:
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.
- Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
- Immunity to any effect that requires Fortitude saves (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.
- Constructs do not eat, sleep, or breathe.
Finally, the anaxim gains a natural armor bonus equal to its charisma modifier, and is constantly under the effect of a Nondetection spell, with caster level equal to its HD.
Slam: As a swift action the anaxim can reconfigure one or both of its hands into Slams, these are primary natural weapons that deal 1d6 + Str modifier Bludgeoning damage 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.
Spinning Blades: As a swift action the anaxim can reconfigure one or both of its hands into spinning blades, these are primary natural weapons that deal 1d6 + Str modifier Slashing damage Further, the spinning blades count both as natural and as manufactured weapons for the purpose of spells. The anaxim can have one hand configured into a spinning blade and another hand configured into a slam if it so wishes, both attacks are treated as primary.
Electricity Discharge (Su):Divine Construction (Ex):Ability Score Increases: At 2nd level and every two levels afterwards and at epic levels (4, 6, 8, 10, 12, 14, 16, 18, 20, 21, 22), the anaxim gains a +1 bonus to strength. At 2nd level and every four levels afterwards and at epic levels (6, 10, 14, 18, 21, 22) the anaxim gains a +1 bonus to Charisma). At 3rd level and every four levels afterwards (7, 11, 15, 19) the anaxim gains a +1 bonus to both dexterity and wisdom.
Minor Divine Artifice (Sp):Blur,
Inflict Light Damage and
Repair Light Damage once per day per HD. It can also use
Lesser Armor Enhancement and
Magical Vestment once per day per two HD.
The anaxim can target spells and spell-like abilities such as
Magical Vestment and
Lesser Armor Enhancement on its own body as if it were armor.
Created Abomination (Ex): Starting at 4th level the anaxim gains resistance to fire and cold equal to its HD, it also gains Blindsight with a range of 5 feet per HD and telepathy with a range of 10 feet per HD. Finally, the anaxim is under constant effect of the
See Invisibility spell, this effect improves to a constant
True Seeing at class level 14.
Bolter Guns: At 4th level, the anaxim adds two bolter guns to its arsenal, a bolter gun is a ranged weapon with a range increment of 120 feet that deals damage equal 1d6 + strength modifier, and counts as both a natural weapon and as a manufactured weapon. The anaxim can perform iterative attacks with its bolter guns and dual wield them effectively.
The anaxim can take two-weapon fighting, improved two-weapon fighting and greater two-weapon fighting, without needing the minimum dexterity requirement.
Improved Divine Construction (Ex): At 5th level the anaxim gains spell resistance equal to 11 + HD and fast healing equal to half of its HD. Its base land speed also increases by another 10 feet. It can lower or rise its spell resistance at any time as a free action, even if it isn't his turn.
Heliblades: Starting at 5th level, the anaxim gains a fly speed equal to 10 feet per class level (up to 220 feet at 22th level), with average maneuverability. At 10th level this maneuverability improves to good, and at 15th level it increases to perfect.
Lesser Divine Artifice (Sp): At 6th level the anaxim gains the ability to cast
Inflict Moderate Damage and
Repair Moderate Damage as spell like abilities once per day per HD. It can also use
Invisibility,
Lightning Bolt,
Lesser Weapon Enhancement and
Greater Magical Weapon as spell like abilities once per day per two HD.
Undivine Will (Ex): At 7th level, the divine spark within the anaxim grows in power, giving it a limited control of its own fate. The anaxim no longer automatically fails any d20 roll on a natural one.
Weapons of Mass Destruction (Ex):Greater Divine Construction (Ex): Starting at 9th level the anaxim gains bonus hit points per HD based on his charisma modifier and gains a bonus to all saving throws equal to its wisdom modifier. Finally, the anaxim's base land speed increases by another 10 feet.
Divine Artifice (Sp): At 9th level the anaxim gains the ability to cast
Inflict Serious Damage and
Repair Serious Damage as spell-like abilities once per day per HD. It also gains the ability to cast
Armor Enhancement,
Lesser Dispel Magic and
Displacement as spell-like abilities once per day per three HD.
Pneumatic Pummeler (Ex): Starting at 10th level, whenever the anaxim hits its target with a slam, it may pummel the victim into submission, starting a bull rush or trip attempt as a free action that does not cause an attack of opportunity.
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.
Sonic Blast (Su): At 11th level, the anaxim gains the power to unleash a destructive sound wave. This is a sonic attack that deals 1d6 points of damage per HD of the anaxim to everything in a 60 feet cone, a reflex save can halve the damage, and the DC 10+1/2HD+Cha mod. Once the sonic blast has been used, the anaxim must wait 5 rounds before using it again.
Greater Divine Artifice (Sp): At 12th level the anaxim gains Inflict Critical Damage and Repair Critical Damage as spell-like abilities useable once per day per two HD. It also gains
Greater Invisibility and
Weapon Enhancement as spell-like abilities useable once per day per three HD.
Instruments of Deicide (Ex):Undivine Slaughter (Ex): At 15th level the anaxim may use
Disable Construct and
Total Repair as spell-like abilities once per day per three HD. It can also use
Greater Dispel Magic and
Greater Armor Enhancement as spell-like abilities useable once per day per four HD.
Summon Iron Golem (Sp):Supreme Divine Artifice (Sp): At 18th level the anaxim may use
Ethereal Jaunt,
Chain Lightning and
Greater Weapon Enhancement once per day per four HD.
Apocalyptic Drive (Ex): At 19th level, the anaxim gains the ability to deliver a brutal onslaught with its natural weapons. The anaxim may perform iterative attacks with its spinning blades and slams (but can only perform iterative attacks with its offhand blade or slam if it has Improved Two Weapon Fighting and Greater Two Weapon fighting), and gains Whirlwind Attack as a bonus feat even if he does not qualify for it.
Undivine Spark (Ex): At 20th level, the divine spark latent within the anaxim flares to power, giving it the power to force reality to comply to its designs like a god would, but in a much more limited fashion. Once per day per four HD, the anaxim can treat the result of any d20 roll as a 20. This is not a natural 20 however, and an actual roll must still be made to determine if it is an automatic success or a critical threat (if such are possible). The anaxim can declare the use of this ability after the actual roll is made.
Potential Unleashed:At 21th level the Anaxim now works at full power. It can use any of it's SLAs (except summon iron golem) at will. The HD limit on all of it's SLAs and other abilities is removed.
Ghost in the Machine: At 22th level the Anaxim realizes it isn't actualy a construct. It is a design, an idea. As a free action at any time even if it's it's turn (but only one try per round) the Anaxim can transfer it's 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 can't 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 Anaxim's 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 it's blindsight under it's new form. It takes a search check with DC 10+HD+Cha mod to notice the Anaxim's 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 Anaxim's original body be destroyed, the Anaxim's 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 it's possession. Bypassers stop to work on the Anaxim's 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 wich 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 Anaxim's original body had at it's 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 it's massive body shatters, and from the pieces emerges a regular medium-sized Anaxim.
[/spoiler]
Comments:[SPOILER]The first abomination is up!
One might notice that I put some abilities scaling with HD, and others with Class levels. This is intentional because... Well. It is a 20 level class (with an epic progression coming later, I will do that with all abominations) I need to give reason to stick to it, and not just by cramming more stuff into the upper levels.
The anaxim is all about tearing things apart with its
claws spinning blades, hammering stuff into smush with its slam, eletrocuting people and... Well, killing things in a thousand of ways. Also all about adaptating its weapons and (body) armor to better murder whatever it is fighting. FInally, as a capstone, this divine misdeed can say "failure is not an option" to the universe and practically declare any action successful a few times per day.
Motivations for anaxim are simple. Deicide, deicide, deicide.[/SPOILER]
Done by Draken from GITP, Epic levels added by me.