Anaxian's page

729 posts. Alias of Doomed Hero.


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7,


Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor



Special Abilities

Blindsense 60, Darkvision 60, Lowlight vision, telepathy 60


Neutral Evil


Common, Draconic, Sylvan, Dwarven, Elven, Gnome, Halfling, Ignan, Infernal

Strength 2
Dexterity 14
Constitution 8
Intelligence 20
Wisdom 12
Charisma 14

About Anaxian

Tiny male dragon
Exploiter Wizard 5


Anaxian was small, even for a pseudodragon. He was weak and sick and barely made it out of his shell. He born in captivity in some market full of humanoid noise and was immediately sold to rich child as a pet.

His early years were not pleasant. He stung the child once and after that Anaxian was kept in a cage and often neglected. When he made any noise at all, he was rebuked or struck. He learned to be silent, relying on his mind-voice for all communication. Kept in the children's quarters, he was present during tutoring sessions. He learned sums, letters, history, etiquette, and all the other things a young noble was privy to in the world of men. It was all he had, so he listened carefully, growing to loathe the children's insipid questions and constant wrong answers.

When he finally managed to escape, the world was not a good place for him. He was small and brightly colored and had never learned to survive outdoors, so predators were nearly the death of him. He smelled his own kind and found a green dragon named Malacine in the woods who initially befriended him, but through careful manipulation ended up trapping Anaxian in a profoundly abusive relationship. Anaxian, being young and already traumatized, mistook this emotional abuse for affection and love. He was trapped, afraid to speak out or leave. In spite of the veiled malice and manipulations, Malacine did provide Anaxian with food and shelter. She also managed to convince him that without her he would quickly die. His only escape came when Malacine was sleeping. He had discovered that strange books in Malacine's horde. He threw himself into studying those books, finally finding a purpose to his existence. The study of the arcane opened up entire worlds in his mind.

Then a group of Adventurers slew Malacine. She had slain a human and they had sent champions after her. There was nothing Anaxian could do to stop them. His magic was too weak. He flew, ran like a weakling only to return later to see Malacine's desecrated corpse. They took her skin and her head and her treasure horde. They took his books.

He hated them all. Malacine for her abuse. The humans for taking the things that mattered most to him. Himself, that he wasn't powerful enough to fight back.

Eventually he found a Drow wizard, outcast from his own people. Anaxian agreed to serve in return for lessons in magic. The wizard was a Necromancer. Anaxian learned many terrible things, and set a plan in motion that would carry him to the present day.

It was the stories of the legendary Dracolich that spurred him. These dragons had long since abandoned their true form. Instead they collected the bodies of other dragons, and used them as hosts each time a previous body was destroyed.

That meant even a lowly pseudodragon had an opportunity to become a massive, powerful wyrm. He began manipulating his "master" toward lichdom. When the research was complete, Anaxian subtly altered the ritual so that when his master slew himself, he did not rise again.

Now, it was merely a matter of amassing a large enough horde to pay for the expensive and rare reagents he needed. It was time to go into business. Hopefully he wouldn't be shackled with idiots along the way.

35 HP: (2d12, +5d6, -5 con, +5 favored class)



16 AC (+2 natural, +2 dex, +2 size)
...+4 mage armor
...+4 shield

10 CMD (-4 str, +2 dex, -2 size, +4 bab)

+2 Fort (-1 con, +2 dragon, +1 wizard)
+5 Ref (+2 dex, +2 dragon, +1 wizard)
+7 Will (+1 wis, +2 dragon, +4 wizard)
...Spell Resistance 17
...Immune to Sleep
...Immune to Paralysis



+4 BaB + (+2 dragon, +2 wizard)
...+2 size bonus, all melee attacks use Dex to attack

+4 CMB (+4 bab, +2 dex, -2 size)

Reach 0
...5' with Tail

+8 Bite, 1d2-4, x2 crit

+8 Sting, 1d3-4 , x2 crit, plus poison

Poison, DC 14 (10 +1/2 hd, +con mod) injury; frequency 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

=====Traits and Feats=====


Gifted Adept (animate dead): This spells effects manifest at +1 caster level

Magical Knack: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Power Hungry: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

Alertness (bonus, ex-familiar)
Evasion (bonus, ex familiar)
Improved Familiar (self) (1 hd feat)
Spell Focus necromancy (3 hd)
Scribe Scroll (bonus) (x2 gp rate)
Spell Specialization (5 hd)
Craft Wondrous Item (wizard 5, bonus)
Extra Exploit (counterspell) (7 hd)



Skill Points: 12 dragon, 10 wizard, 20 int, +7 headband (sense motive)
49 total. Max Ranks 7

+11 Perception (7 ranks, +3 class, +1 wis)
+11 Sense Motive (7 headband ranks, +3 class, +1 wis)
+9 Appraise (1 ranks, +3 class, +5 int)

+7 Intimidate (1 ranks, +2 cha, +3 class, +2 eq)
...+9 w/ channel (from Iron Eye)
+5 Diplomacy (1 ranks, +2 cha, +3 class)
+14 Use Magic Device (7 ranks, +3 class, +2 cha, +2 eq, )

+9 Spellcraft (1 ranks, +3 class, +5 int)
+10 Knowledge: Arcana (2 ranks, +3 class, +5 int, +2 eq)
+9 Knowledge History (1 ranks, +3 class, +5 int, +2 eq)
+9 Knowledge: Religion (1 ranks, +3 class, +5 int, +2 eq)
+9 Knowledge: Geography (1 ranks, +3 class, +5 int, +2 eq)
+9 Knowledge Engineering (1 rank, +3 class, +5 int, +2 eq)
+9 Knowledge Nature (1 ranks, +3 class, +5 int, +2 eq)
+9 Knowledge: Planes (1 ranks, +3 class, +5 int, +2 eq)
+9 Knowledge: Dungeoneering (1 ranks, +3 class, +5 int, +2 eq)
+9 Knowledge: Nobility (1 rank, +3 class, +5 int)
+9 Linguistics (1 rank, +3 class, +5 int) (Draconic, Aklo, Common, Infernal, Abyssal, Necril, Celestial)

+24 Stealth (7 ranks, +3 class, +2 dex, +8 size, +4 racial
...+28 In forests (+4 racial)
+10 Fly (1 ranks, +3 class +2 dex, +4 size)
+6 Climb (1 ranks, +3 class, +2 dex [tiny])

+8 Craft Skrimshaw (1 rank, +3 class, +2 eq, +2 familiar)
+8 Craft Drawing/Painting (1 rank, +3 class, +2 eq, +2 familiar)
+8 Craft Alchemy (1 rank, +3 class, +2 eq, +2 familiar)
+8 Craft Trap (1 rank, +3 class, +2 eq, +2 familiar)

=====Spells and Consumables=====



Anaxian's spell book is actually tattooed onto the insides of his wings, using castings of Secret Page to make them invisible. Each spell is keyed to a different Secret Page effect, with the keyword being the name of the spell.

He has a secondary spell book kept inside his pouch for emergencies.

DC 15+ spell level
...+1 DC, arcane reservoir
...+1 Necromancy DCs, Spell Focus, marked in bold

...+1 CL, arcane reservoir
...+2 CL, Magical Knack
...+2 CL, Spell Specialization marked in italics

...+1 CL of Animate Dead, Gifted Adept

Memorized spells marked with an X

-Cantrips- (4 per day, at will)
Disrupt Undead
Touch of Fatigue
Mage Hand x
Arcane Mark
Message x
Open Close
Read Magic x
Detect Magic x
Acid Splash
Detect Poison
Dancing Lights
Ray of Frost
Ghost Sound

-1st- (3 per day, +2 bonus)

Spectral Hand
Decompose Corpse
Restore Corpse
Sculpt Corpse
Repair Undead
Hydraulic Push (caster level +int mod = bab) x x
True Strike
charm person
expeditious retreat x
mage armor x
shield x
Blood Money
Disguise Self

-2nd– (2 per day, +2 bonus)
Command Undead x
Spectral Hand
False Life
Create Pit x
Stone Call
Burning Arc x
Limp Lash
Detect Thoughts
Touch of Idiocy
Fleshy Facade
Arcane Lock
Eagle's Splendor
Fox's Cunning x
Blood Transcription
Create Treasure Map

-3rd- (1 per day, +1 bonus)
Animate Dead, Lesser
Create Soul Gem
Accursed Glare
Vampiric Touch x
Stinking Cloud
Magic Circle
Mad Monkeys x
Dispel Magic
Secret Page
Shrink Item


Anaxian's scrolls are written on large shed scales. He has reattached them to himself with a taxidermist's care and precision, carefully marking the edges for ease of reference.

Blood Money x2
True Strike x2
Ex. Retreat

False Life x2
Stone Call x2
Glitterdust x2
Eagle's Splendor x2
Invisibility x2
Blood Transcription x2
Create Treasure Map x2
Limp Lash x2

Shrink Item x2
Magic Circle v. Good
Magic Circle v. Evil
Create Soul Gem
Arcane Concordance x3

Animate Dead x2

Command Undead (50)
Ill Omen (50)
Repair Undead (50)

=====Class Abilities=====


Arcane Reservoir (Su) At 1st level, the exploiter wizard gains the arcanist’s arcane reservoir class feature. The exploiter wizard uses his wizard level as his arcanist level for determining how many arcane reservoir points he gains at each level.
Arcane Reservoir (Su) An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
This ability replaces arcane bond.

Exploiter Exploit At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit. The exploiter wizard uses his wizard level as his arcanist level for determining the effects and DCs of his arcanist exploits.
This ability replaces arcane school.

Familiar (1st)
School Understanding (Necromancy) (5th)
Counterspell (extra exploit)

Power Over Undead (school understanding). You receive Command Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.


Ioun Wyrd
Valet Familiar

Class Skills: A valet treats Craft, Perform, and Profession as class skills.

Able Assistant (Ex) A valet’s master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses.
This ability replaces Alertness.

Prestidigitation (Sp) A valet can use prestidigitation once per hour.

Teammate (Ex) A valet is considered to have all the teamwork feats its master has.

Deliver Touch Spells (Su) At 3rd level, when delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed.
This ability modifies deliver touch spells.

====Race Abilities====


Base Attributes (15 point buy)
2 str (10, -8 size)
14 dex (10, +4 size)
8 con (6, +2 racial)
18 int (18)
12 wis (10, +2 racial)
14 cha (13, +1 level bonus)

-4 str, +2 dex, +2 con, +2 wis
Tiny size (+2 attack and AC, -2 CMB, no natural reach)
Speed 15, 60' fly (good)
Low-Light/Darkvision (60 ft)
Racial Skills: +4 stealth (+8 in forests)
+2 natural armor bonus
Special Qualities: Immune to sleep/paralysis, telepathy 60 ft, Spell Resistance 11+HD
Auto Languages: Common, Draconic, Sylvan
Bonus Lang: Auran, Dwarven, Elven, Gnome, Halfling, Ignan
Favored Class: Sorcerer
Natural Weapons: 2 Claws (1d2 dmg), 1 bite (1), Sting (1d3)
Poison DC 10+1/2 HD + con, +2 racial bonus to DC

2 HD (d12)
+1 BaB
Good Saves: All
6+int skills
Class Skills: Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim, and Use Magic

Favored Class bonuses:
1) +1 hp
2) +1 hp
3) +1 hp
4) +1 hp
5) +1 hp



Head: Horn Clasp of Intelligence (+2 int), Iron Eye
Shoulders: Muleback Cords (+8 str carry capacity)
Body: Authoritative Vestments
Wrist: Spring Loaded Wrist Sheathes (both with Cure Moderate)


handy Haversack:
Traveler's Anytool (made of metal and bone) (500 gp)
Tanglefoot Bags x5
Alchemist's Fire x5
Stubborn Nail x5
Silver arrow heads x10
Cold Iron arrow heads x10
Adamantine arrow heads x10
Universal Solvent (25 gp)
Sovereign Glue x2
Alchemical Solvent x5
Healer's kit and Surgeon's tools
Marvelous Pigments! (4k)



Carry Capacity:

Tiny Quadraped 3/4ths base. +8 str from Muleback Cords

Light: 25
Medium: 49.5
Heavy: 75

Overhead: 75
Lift: 150
Drag: 325


Channel Pool (5 HD max)

Command Pool (no max HD, 7 day duration per casting)

Animate Dead Pool ([7 wizard, +2 signature spell, +1 arcane resovoir, +X Bloodwine] x4) 40+4X HD max)