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  PRODUCT NO: SP004          customerservice@abandonedarts.com
  Feats and plot hooks for the animated objects spell.
   
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  does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the 
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  Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  Abandoned Arts Presents: 
  Spell Power
  Animate Objects
  
  2
  ARMORED ANIMUS  
  [SPELL POWER]
  You can animate a suit of armor that you wear.
  Prerequisites: ability to cast animate objects and 
  permanency 
  Benefit: You can use the animate objects spell to 
  animate a suit of armor that you wear. If you do, 
  the armor does not manifest any semblance of life 
  or take any actions until or unless you die or lose 
  consciousness, at which point the armor animates 
  fully, taking your dead or unconscious body 
  wherever it goes as it moves and acts.
  COMPLEX ANIMUS  
  [SPELL POWER]
  You can animate more complex constructs.
  Prerequisites: ability to cast animate objects
  Benefit: Animated objects that you create gain 
  one additional CP (construction point).
  FOCUSED ANIMUS  
  [SPELL POWER]
  You can animate an object by force of concentration.
  Prerequisites: ability to cast animate objects, 
  Greater Spell Focus (transmutation)
  Benefit: At your option, animate objects spells 
  that you cast gain a duration of “concentration, plus 
  1 round/level.”
  HAUNTED ANIMUS  
  [SPELL POWER]
  You can bind a wailing spirit to an object that you 
  animate.
  Prerequisites: ability to cast animate objects, 
  Greater Spell Focus (necromancy)
  Benefit: You can bind a haunting spirit to an 
  object that you animate with the animate objects 
  spell. If you do, the object can be detected by 
  detect undead and similar spells, and is vulnerable 
  to positive energy as though it were an undead 
  creature. If you do, the creature gains the frightful 
  moan special attack, as though it were a ghost (see 
  the Pathfinder® Roleplaying Game: Bestiary™).
  MAGICAL ANIMUS  
  [SPELL POWER]
  You can craft an armed and armored vessel for your 
  transmutation magic.
  Prerequisites: ability to cast animate objects, 
  Greater Spell Focus (transmutation)
  Benefit: You can use the animate objects spell to 
  grant a semblance of life to a magic weapon or a 
  magical suit of armor that you crafted yourself. If 
  the object is a suit of magical armor, the natural 
  armor bonus of the animated object that you create 
  increases to match the armor bonus granted by that 
  armor, including any enhancement bonuses that 
  armor might possess. If the object was a weapon, 
  the animated object gains a bonus on attack and 
  damage rolls equal to the enhancement bonus 
  granted by the weapon. In either case, any special, 
  magical properties possessed by the armor or 
     
     SPELL POWER: ANIMATE OBJECTS
  Presented below are several feats and exciting plot hooks centered around a uni-
  fying theme: the animate objects spell. This spell was first featured in the Pathfind-
  er® Roleplaying Game: Core Rulebook and is referenced here for your convenience. 
     SPELL POWER FEATS
  Spell power feats interact with specific spells or groups of closely-related spells, modify-
  ing the way those spells function for characters that possess them. Spells modified by a spell 
  power feat are harder to identify with the Spellcraft skill. The DC of such a check is increased 
  by +1 for every spell power feat that modifies the spell. A successful check reveals the names 
  and effects of each of the spell power feats modifying the identified spell.
  
  3
  weapon are applied to the animated objects own 
  attacks and defenses. If such an item’s properties 
  require a command word to activate, you may direct 
  the animated object to activate those properties as 
  long as it can see and hear you (even if the object 
  cannot speak).
  MIGHT Y ANIMUS  
  [SPELL POWER]
  You can imbue an object with a powerful animating 
  force.
  Prerequisites: ability to cast animate objects
  Benefit: Animated objects that you create gain a 
  +2 bonus on melee damage rolls.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Abandoned Arts Presents: Spell Power: Animate Objects © 2016, Daron Woodson; Author: Da-
  ron Woodson, Layout by Troy Daniels, Art by Rick Hershey and Fat Goblin Games
   
  AnimAte Objects PlOt HOOks
  The following plot hooks and concepts are 
  intended to inspire you with clever and memorable 
  ways to implement the animate objects spell into 
  your campaign, or simply to bring to mind new 
  and interesting ideas for adventures and quests.
  • 
  A clever spellcaster animates corpses and 
  skeletons using the animate objects spell, 
  using them to carry out his schemes. While 
  would-be heroes search high and low for 
  a rogue necromancer, their divine magic 
  proves terrifyingly ineffective against the 
  animist’s “undead” minions.
  • 
  Animated objects protect the tomb of a 
  mighty cleric who perished in service to a 
  trickster god. Rooms and corridors seem 
  to rearrange themselves at random as 
  animated objects shuffle from room to room 
  through secret corridors behind intruders’ 
  backs, leading grave-robbers to believe they 
  are backtracking or traveling in circles.
  • 
  A clever lich places rings of invisibility upon 
  the fingers of the towering, titanic animated 
  statues that guard the only entrance to his 
  subterranean lair.
  • 
  A mighty animist wages a lifelong war 
  against a rival whose clone spell provides 
  him with a measure of protection against 
  death. When the animist discovers the 
  location of his opponent’s cloned body, 
  he uses an animate objects spell to turn 
  the clone against its precursor, taking 
  advantage of the perfect likeness to blame 
  his rival for atrocities committed by his own 
  inert doppleganger!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Abandoned Arts/Spell Power Animate Object.pdf