Animated Objects

An animated object’s size and abilities are determined by the war animator’s level and by the choices made using his construction pool. Table: Animated Object Statistics Base Statistics determine some of the base statistics of the animated object. Each animated object also possesses a base form according to its size, in addition to these base statistics (see Animated Objects in the Bestiary). Animated objects are considered constructs for the purpose of determining which spells affect them.

Size: This is the object’s size and determines its base form statistics (see Animated Object in the Bestiary).

Sample Object: This is the standard type of object of the object’s size.

Hit Dice: This is the number of Hit Dice (d10) and bonus hit points of the object.

Max Points: This is the maximum number of points that the war animator can spend on an individual object.

Max Points: This is the maximum number of flaws that the war animator can bestow upon an individual object.

Table: Animated Object Base Statistics

UPGRADES

The war animator receives a number of points that can be spent to give his animated objects new abilities, powers, and other upgrades. These abilities are called upgrades, and can be added whenever the war animator uses his animate object ability. Some upgrades require that the animated objects meet certain requirements before they can be chosen.

A number of upgrades grant an animated object additional natural attacks. Natural attacks listed as primary are made using the animated object’s full base attack bonus and add the animated object’s Strength on damage rolls. Natural attacks listed as secondary are made using the object’s base attack bonus – 5 and add 1/2 the animated object’s Strength modifier on damage rolls (if positive). If the animated object only has a single natural attack, the attack is made using its full base attack bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack’s type.

Upgrades are grouped by their cost in construction points. Unless otherwise noted, each upgrade can only be selected once per animated object. A war animator may choose from the following list of upgrades specific to his animated objects and are arranged according to their construction point costs.

1-Point Upgrades

The following upgrades cost 1 point from the war animator’s construction pool.

Additional Attack (Ex): The object gains an additional slam attack.

Additional Movement (Ex): The object gains a new mode of movement (burrow, climb, fly [clumsy], or swim) at a speed equal to its base speed.

Additional Natural Attack (Ex): The object gains an additional natural attack. The object must have an appropriate appendage or part for the natural attack.

Augmented Critical (Ex): The object increases the threat range for its melee attacks by 1 or the threat multiplier by 1. This upgrade cannot be combined with itself or with the piercing attack or slashing attack upgrades.

Basic Magic (Sp): The object can cast a basic spell as a spell-like ability. Select one spell from the following list: acid splash, dancing lights, daze, detect magic, flare, ghost sound, light, mage hand, ray of frost, stabilize, or touch of fatigue. This spell can be cast once per day as a spell-like ability. At 4th level, this spell can be cast three times per day by spending 2 additional upgrade points. The caster level for this upgrade is equal to the object’s Hit Dice. The save DC for this spell is 10 + the war animator’s Charisma modifier. The war animator must have a Charisma score of at least 10 to take this upgrade. This upgrade can be selected more than once. Each time an object selects this upgrade, it applies to a new spell.

Burn (Ex): The object gains the burn (1d6) special attack with its slam attacks. This upgrade can be applied multiple times. Its effects stack.

Constrict (Ex): The object gains the constrict special attack with its slam attacks. The object must have the grab upgrade to select this upgrade.

Exceptional Reach (Ex): The object gains +5 feet of reach with one melee attack. If the war animator spends 1 additional construction point, the reach for all the object’s attacks is increased by +5 feet.

Faster (Ex): The object increases one of its movement modes by +10 ft.

Grab (Ex): The object gains the grab special attack with slam attacks.

Improved Attack (Ex): The object improves a single melee or ranged attack damage as though it were one size category larger.

Improved Natural Armor (Ex): The object’s outer surface becomes harder, granting a +2 bonus to its natural armor. This upgrade can be added once for every five levels the war animator possesses.

Mount (Ex): The object is properly skilled and formed to serve as a combat-trained mount. The object must be at least one size category larger than the war animator and have the appropriate appendages for movement. This upgrade is only available to objects that are quadrupeds (such as a chair or table) or serpentine in nature (such as a rope).

Piercing Attack (Ex): the object replaces one melee attack that does the same amount of piercing damage and has a ×3 multiplier. If the war animator spends 1 additional construction point, he can replace all the object’s melee attacks. Object abilities that specify slam attacks do not work on piercing attacks.

Pull (Ex): The object gains the pull (5 feet) special attack with slam attacks. The object must have grab upgrade before it can select this upgrade.

Slashing Attack (Ex): the object replaces one slam attack with an attack that does slashing damage and has either a 19–20 threat range (for blade-like attacks) or a ×3 threat multiplier (for axe- or scythe-like attacks). If the war animator spends 1 additional construction point, he can replace all the object’s melee attacks. Object abilities that specify slam attacks do not work on slashing attacks.

Stone (Ex): The object is made of stone or crystal. Its hardness increases to 8 and it gains a +1 increase to its natural armor bonus.

2-Point Upgrades

The following upgrades cost 2 points from the war animator’s construction pool.

Energy Attacks (Su): The object’s attacks become charged with energy. Pick one energy type: acid, cold, electricity, or fire. All of the object’s natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. The war animator must be at least 5th level before selecting this upgrade.

Metal (Ex): The object is made of common metal. Its hardness increases to 10, and it gains a +2 increase to its natural armor bonus.

If 1 additional construction point is spent, the animated object is instead made of cold iron or silver, and its attacks by pass the appropriate damage reduction.

If 2 additional construction points are spent, the animated object is instead made of mithral, gains hardness 15, receives a +4 increase to natural armor, and its attacks by pass the appropriate damage reduction.

If 4 additional construction points are spent, the animated object is instead made of adamantine, gains hardness 20, receives a +6 increase to natural armor, and its attacks by pass the appropriate damage reduction.

Minor Magic (Sp): The object can cast a minor spell as a spell-like ability. Select one spell from the following list: burning hands, comprehend languages, cure light wounds, detect chaos/evil/good/law, magic missile, obscuring mist, silent image, vanish (self only), or ventriloquism. This spell can be cast once per day as a spell-like ability. At 7th level, this spell can be cast three times per day by spending 2 additional upgrade points. The caster level for this upgrade is equal to the object’s Hit Dice –2. The save DC for this spell is 10 + 1/2 the object’s Hit Dice + the war animator’s Charisma modifier. The war animator must have a Charisma score of at least 11 and must possess the basic magic upgrade to take this upgrade.

The war animator must be at least 4th level before selecting this upgrade. This upgrade can be selected more than once. Each time a war animator selects this upgrade, it applies to a new spell from the above list.

Poison (Ex): The object secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target is poisoned.

Poisontype poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str damage; cure 1 save.

The save DC is equal to 10 + 1/2 the object’s HD + the war animator’s Constitution modifier.

For 2 additional construction points, this poison deals Constitution damage instead. This poison can be used no more than once per round. The war animator must be at least 7th level before selecting this upgrade.

Ranged Attack (Ex): The object replaces one slam attack with a ranged attack. It does the same amount of damage, and has a range of 20 feet. If the war animator spends 2 additional construction points, he can replace all the object’s slam attacks. Object abilities that specify slam attacks do not work on ranged attacks.

Resistance (Ex): The object gains resistance 5 to one type of damage (acid, cold, electricity, or fire) chosen at the time of the object’s animation. This upgrade can be applied multiple times. Its effects do not stack; each time it is applied, it applies to a different type of damage.

Trample (Ex): The object gains the trample special attack.

Trip (Ex): The object gains the trip special ability with one of its slam attacks.

3-Point Upgrades

The following upgrades cost 3 points from the war animator’s construction pool.

Damage Reduction (Su): The object’s body becomes resistant to harm, granting it damage reduction. Choose one alignment: chaotic, evil, good, or lawful. The object gains DR 5 that can be bypassed by weapons that possess the chosen alignment. The alignment must be opposite to one of the alignments possessed by the object. At 12th level, this protection can be increased to DR 10 by spending 2 additional upgrade points. The war animator must be at least 9th level before selecting this upgrade.

Immunity (Su): The object’s body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, or sonic. The object gains immunity to that energy type. This upgrade can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. The object must be at least 7th level before selecting this upgrade.

Major Magic (Sp): The object can cast a major spell as a spell-like ability. Select one spell from the following list: acid arrow, cure moderate wounds, darkness, daze monster, glide, invisibility (self only), lesser restoration, levitate, minor image, scorching ray, see invisibility, or spider climb. This spell can be cast once per day as a spell-like ability.

At 10th level, this spell can be cast three times per day by spending 2 additional upgrade points. The caster level for this evolution is equal to the object’s Hit Dice –2. The save DC for this spell is 10 + 1/2 the object’s Hit Dice + the war animator’s Charisma modifier. The war animator must have a Charisma score of at least 12 and must possess the minor magic upgrade to take this upgrade. The war animator must be at least 7th level before selecting this upgrade. This evolution can be selected more than once. Each time a war animator selects this upgrade, it applies to a new spell from the above list.

4-Point Upgrades

The following upgrades cost 4 points from the war animator’s construction pool.

Breath Weapon (Su): The object can exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, electricity, or fire. The object can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per Hit Dice it possesses. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the object’s Hit Dice + the war animator’s Constitution modifier. The object can use this ability once per day. The object can use this ability 1 additional time per day by spending an additional 1 upgrade point (maximum 3/day). The war animator must be at least 9th level before selecting this upgrade.

Ultimate Magic (Sp): The object can cast a powerful spell as a spell-like ability. Select one spell from the following list: arcane sight, create food and water, cure serious wounds, daylight, fireball, fly, gaseous form, lightning bolt, major image, stinking cloud, tongues, or water breathing. This spell can be cast once per day as a spell-like ability. The caster level for this upgrade is equal to the object’s Hit Dice –2. The save DC for this spell is 10 + 1/2 the object’s Hit Dice + the war animator’s Charisma modifier. The war animator must have a Charisma score of at least 13 and must possess the major magic upgrade to take this upgrade.

The war animator must be at least 11th level before selecting this upgrade. This upgrade can be selected more than once. Each time a war animator selects this upgrade, it applies to a new spell from the above list.

FLAWS

The war animator can gain more construction points by applying flaws to his animated objects, which hamper the object but provide additional construction points to spend on beneficial abilities. The construction points gained in this way must be spent on beneficial abilities immediately.

Brittle (Ex): The object gains vulnerability to cold.

Cloth (Ex): The object is made of thick cloth. Its hardness decreases to 0.

Clunky (Ex): Treat the object as though it had the staggered special quality.

Flammable (Ex): The object gains vulnerability fire.

Haunted (Ex): The object is haunted by a malevolent spirit. It takes damage from positive energy as if it were an undead creature and can be detect by detect undead.

Slower (Ex): One of the object’s movement modes decreases by – 10 ft.