About Anaxian, the Fractured Wyrm
Tiny Pseudodragon lich
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 pretty much 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 finally managed to escape, the world was not a good place for him. He was small and brightly colored and had never learned to hide well, so predators were nearly the death of him. He smelled his own kind and found a young green dragon named Malacine in the woods who became something of a mentor to him. She taught him many things and seemed happy just for someone to talk to that was not a threat to her. She showed him magic, and while he had no natural talent, he discovered that strange books in Malacine's horde possessed formula that could give him the power he'd always sought. He threw himself into studying those books, finally finding a purpose to his existence. Those years were good, but then a group of adventurers slew his only friend. 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 his friend's desecrated corpse. They took her skin and her head and her treasure horde. They took his books.
He hated them all. He hated 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 true wyrm. He began manipulating his "master" toward lichdom. When the ritual was set and ready, Anaxian killed him and took the phylactery for himself.
He'd been preparing. He'd rubbed himself with unguent of timelessness and eaten it with his meals for nearly a year. Just before he plunged the knife into his gut and disemboweld himself on the altar he put on an amulet of Gentle Ripose. When he woke from death he immediately removed his now unnecessary organs and interred them in canopic jars for later use. Reagents for clones or resurrection might eventually be necessary.
For the first time in his life he really felt alive.
The ritual did not take completely though. There were imperfections. It was configured for a Drow. Corrections were needed. It was a good start though.
That was how his latest benefactor found him. He had snuck into a temple dedicated to lost secrets. Once a church of a one-eyed god, now it was simply a derelict crypt full of old scrolls and books. It was a repository of knowledge for a person calling themselves the Crimson Stranger.
The stranger saw potential in Anaxian and made him an offer. The trade seemed fair and a bargain was struck.
Now, it was merely a matter of getting the job done. Hopefully he wouldn't be shackled with idiots along the way.
In his true form Anaxian is a dragon the size of a small cat with pale scales and glowing purple eyes.
He wears quite a lot of jewelry for such a small creature. His horns, claws, tail, and wings are all adorned with platinum and amethyst rings and clasps. He even has a few pieces imbedded in his flesh similarly to the humanoid practice of body piercing. He also wears a small chest harness made of chain and silk embroidered and engraved with draconic runes. Everything he wears is immaculate and radiates magic.
Just below his rib cage is a thin line of scaring that separates his scales. The line marks a pouch like those of marsupials. He keeps many things in it, most of which are far too big to seem to fit.
HP: 145 (5d8+8d6+91)
25 AC (+5 natural, +2 dex, +2 size, +2 armor, +2 shield, +2 deflection)
13 CMD (-2 str, +2 dex, -2 size, +5 bab)
+12 Fort ( +2 dragon, +2 wizard, +2 agent +4 cha, +2 resistance)
+7 BaB + (+1 dragon, 4 wizard, +2 agent)
+5 CMB + (+2 dex, +1 dragon, 4 wizard, +2 agent, -2 size)
Greater Magic Fang, +3 attack and damage
+14 Conductive Bite, 1d2-1+1d8+7+3, x2 crit plus paralysis
+14 Conductive Sting, 1d3-1+1d8+7+3 plus paralysis, x2 crit, plus poison and paralysis
+14 Touch Attack, 1d8+7 negative energy, x2 crit, plus paralysis
=====Traits and Feats=====
Signature Spell (animate dead): +1 CL
Skill Points: 6 dragon, 24 wizard, 20 agent, 144 int (48 from headband)
+29 Perception (16 ranks, +3 class, +2 wis, +8 lich)
+24 Intimidate (10 ranks, +4 cha, +3 class, +2 eq, +5 competence)
+25 Spellcraft (13 ranks, +3 class, +9 int)
+31 Stealth (6 ranks, +3 class, +2 dex, +8 size, +4 racial, +8 lich)
+17 Craft Skrimshaw (1 ranks, +3 class, +9 int, +2 eq, +2 familiar)
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 19+ spell level
Opposed Schools Illusion and Evocation, listed in Italics
-Cantrips- (4 per day, at will)
-1st- (4 per day, +3 bonus, +1 necromancy) (Pearl of Power 1)
-2nd– (4 per day, +2 bonus, +1 Necromancy)
-3rd- (4 per day, +2 bonus, +1 Necromancy)
-4th- (3 per day, +2 bonus, +1 Necromancy)
-5th- (2 per day, +2 bonus, +1 necromancy)
-6th- (1 per day, +1 bonus, +1 necromancy)
Arcane Bond (Lemarchand):
Rune Guardian in the shape of a child's puzzle box made out of petrified ironwood that answers the the name Lemarchand.
The puzzle box is masterfully crafted but apparently mundane, and has a number of ways to open it (of varying challenge).
Lemarchand can cast Magic Aura at will (caster level 3). It disguises it's own aura, as well as the phylactery. Also disguises the aura of all of Anaxian's other items.
In addition to the normal Rune Guardian abilities, Lemarchand possesses the following traits-
Valet Familiar Archetype
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.
Deliver Aid (Ex) At 7th level, a valet can move before and after using the aid another action, as long as its total movement does not exceed its speed. This ability replaces speak with animals of its kind.
Alertness, improved evasion, share spells, empathic link, speak with master
+4 Natural armor bonus (AC 18)
Lemarchand has a 14 Intelligence.
The item is At Will and usable only against Undead.
Ussually Lamarchand is the one employing this ability, allowing Anaxian's minions to act with uncharacteristic intelligence and responsiveness.
While using this ability to possess undead creatures, Anaxian's familiar often uses it to possess Anaxian himself, allowing Anaxian's body to maintain it's normal animation. Between Lamarchand's possession and the Catsuit's self-willed disguise it is often very difficult to tell if Anaxian is possessing another creature or not.
Power Over Undead
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.
Life Sight (Su): At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.
+2 attacks and saves
+1 temp Hp/HD
+2 turn resist
lasts 7 rounds
As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess. These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
When determining the maximum number of Hit Dice of undead he can control with spells like animate dead, a character counts his Agent of the Grave levels twice. This ability does not factor into how many undead he can create with a single casting of a spell. Thus, a cleric 7/Agent of the Grave 3 would be able to control 52 Hit Dice worth of undead with animate dead.
At 2nd level, the Agent of the Grave gains great insight into the minds and necromantic forces controlling undead creatures. An Agent of the Grave’s spells and spell-like abilities with mind-affecting effects treat undead creatures as their original type. Thus, an Agent of the Grave can use charm person against a humanoid zombie or confusion against a horde of skeletal champions.
Negative Energy Conduit (Ex)
At 3rd level, an Agent of the Grave bolsters undead around him. As a standard action, an Agent of the Grave manifests an aura identical to the desecrate spell, except this foul aura has a duration of 10 minutes per level. An Agent of the Grave can use this ability once per day. In addition, any undead the Agent of the Grave creates is treated as having been created within the area of a desecrate spell.
Death’s Shroud (Su)
As an Agent of the Grave gains power within the organization, he often must infiltrate other groups to gain further knowledge. At 4th level, he learns how to cloak his true intentions, gaining the ability to use nondetection or undetectable alignment once per day. The caster level for this ability is equal to the Agent of the Grave’s highest caster level.
10 str (-4 pseudodragon)
12 dex (+2 pseudodragon)
10 con (+2 pseudodragon, removed by lich)
18 int (+2 lich, +1 @ 4th, 8th, 12th level, +6 headband)
10 wis (+2 psudodragon, +2 lich)
16 cha (+2 lich, +6 headband)
3 HD (d12, changed to d8 by lich template)
+2 int, +2 wis, +2 cha
Skills: Liches have a +8 racial bonus on Perception, Sense Motive, and Stealth checks.
Rejuvenation (Su) When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster's body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it.
Special Attack: A lich has a touch attack that it can use once per round as a natural weapon. A lich fighting without weapons uses its natural weapons (if it has any) in addition to its touch attack (which is treated as a primary natural weapon that replaces one claw or slam attack, if the creature has any). A lich armed with a weapon uses its weapons normally, and can use its touch attack as a secondary natural weapon.
(Su) Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for a number of rounds equal to the lich's Hit Dice. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours. This is a mind-affecting fear effect. Save DC is equal to 10 + 1/2 lich's HD + lich's Cha modifier unless otherwise noted.
(Su) Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, with a DC equal to the lich's save DC). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive. Save DC is equal to 10 + 1/2 lich's HD + lich's Cha modifier unless otherwise noted.
x10x Dweomer's Essence [+5 to overcome SR]
Armor: +1 Spellstoring Angelskin Harness (Haramaki and Armor Kilt) (3k)
Permanency Effects: Comprehend Languages, Detect Magic, Read Magic, Invisibility Alarm, aura sight, arcane sight, tongues, ant haul, greater magic fang, shrink item [horn cap], symbol of revelation
In Pouch of Holding:
In Portable Hole
Skull is Darkskull
Whole body is lead-lined beneath the skin.
Eyes are hollow clear crystal spheres enchanted as Wayfinders. (Orange Spindle Ioun Stone in left, )
No organs. Abdomen has been hollowed out. A marsupial style pouch currently holds a bag of holding type 2.
Wand sheathes in forearms.
Rod sheathes in each leg. [Rod of Piercing Spell, left]
Potion slot in roof of mouth going into sinuses.
Hollow beneath tongue (empty, later will be used for something that will emulate a breath weapon)
Numerous pouches built into skin of chest, underarms and along ribs.
Fingerbones removed, enchanted, and put back. (skill boosting items)
48,381 gp cash
Tiny Quadraped 3/4ths base. +8 str from Muleback Cords
Channel Pool (16 HD max)
Command Pool (no max HD, 11 day duration per casting)
Animate Dead Pool ([8 wizard +8 agent +2 spell specialization +1 tattoo, +1 signature spell, +1 gifted adept, +1 ioun stone] x4] 88 HD max)
Cat Suit (1/4 HD) Variant spell-stitched Necrocrafted Bloody skeleton
Diggers (2 HD each, small necrocrafted quadrapeds)
Current Versions of Anaxian:
The Fractured Wyrm (Pseudodragon Necromancer Dracolich, soul-energy is purple, dominant traits are cunning and pride)
The Shard of Many (Ioun Wyrd Familiar of Fractured Wyrm, sits in Fractured Wyrm's chest cavity, soul-energy is green, dominant traits are curiosity and sadism)
The Twisted Core (The Phylactery, intelligent item belonging to Fractured Wyrm, sits inside one of Shard of Many's hidden compartments, soul-energy is black, dominant traits are ambition and spite)
The Smoking Vessel (Magma Drake Graveknight Antipaladin, soul-energy is red, dominant traits are zeal and hatred)
The Seething Aegis (Graveknight's Armor, intelligent item belonging to the Smoking Vessel, soul-energy is grey, dominant traits are willpower and arrogance)
The Knot of Souls (Fractured Wyrm, possessing Smoking Vessel, acting in concert, soul-energy changes based on what emotion/personality is in charge)