Animated Object, Awakened (class)
Pre-requisite:
-Animated Object base race.
Hit Dice: d10
Level Base
Attack Bonus Fort
Save Ref
Save Will
Save
Special
1st +0 +0 +0 +0 Growth, Objective Object, +2 Str
2nd +1 +0 +0 +0 Growth, Objective Object, +1 Str
3rd +2 +1 +1 +1 Growth, Trample, +1 Str
4th +3 +1 +1 +1 Over Object, +1 Str
5th +3 +1 +1 +1 Growth, Over Object, +1 Str
6th +4 +2 +2 +2 Optimal Object, +1 Str
7th +5 +2 +2 +2 Growth, Optimal Object, +1 Str
8th +6 +2 +2 +2 Outstanding Object, +1 Str
9th +6 +3 +2 +3 Outstanding Object, +1 Str
10th +7 +3 +3 +3 Growth, Omega Object, +1 Str
Skills: 2+Int mod, quadruple at first level, Class Skills are Balance, Bluff, Climb, Diplomacy, Intimidate, Jump, Knowledge(any), Perform, Profession (any) Swim
Proficiencies: Its own natural weapons.
Features:
Growth: The Animated Object grows to small at level 1, medium at level 2, large at level 3, huge at level 5, gargantuan at level 7 and colosal at level 10. It gains a Natural Armor bonus equal to its Str mod (minimum +1) plus another +1 for each size category it grows. This can be either the object literally becoming bigger, or transforming into another related object (for example a chair turning into a table). The Animated Object can choose to skip any of those growths to instead gain +2 to Dex or Str, but doesnt gain the +1 Nat armor in that case.
Objective Object: The Animated Object gains +1 HP per HD, plus another at 5 HD and every 5 HD thereafter. At first and second level pick two of the following options. None may be picked more than once unless noted otherwise.
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Blind-You need to be a sheetlike object such as a carpet or tapestry to pick this. You can grapple an opponent up to three sizes larger than yourself. While the Animated Object is winning the grapple, the victim is Blinded. In addition the Animated Object can choose to ignore any size bonus/penalty when grappling. If it does so, the target is blinded for 1 round if the Animated Object wins the grapple, but otherwise doesnt take any other penalties for the grapple.
Boat-You gain a Swim speed equal to twice your base speed even if youre not made of a normally buyoant material. However you can only use this swim speed to move over the waters surface.
Capturing-The object can as a fullround action move up to its speed into another creatures space and automatically start a grapple with no need of an attack roll. The victim is allowed a Reflex save with DC 10+1/2 HD+Str mod to evade the grapple and enter an empty adjacent square. However if the victim attempts an Aoo against the Animated Object, or if theres no empty square to escape to, then they automatically fail the Reflex save.
Constrict-You need to be a flexible animated object such as a rope, vine or rug. You deal damage equal to your Slam +1,5 Str mod with a successful grapple check against a creature up to one size category larger than you. In addition if youre at least Large or bigger, you can grapple multiple creatures at once and Constrict all of them with a single grapple check, as long as theyre at least two sizes smaller than yourself, can fit under you and are sharing the same space. If you have Blind as well, then you can try to grapple targets up to three sizes larger than yourself, and you ignore Freedom of Movement effects on your opponent if you have at least 8 Animated Object levels, plus you apply a Dimensional Anchor effect on them while grappling.
Clean Up-The animated object must be some kind of cleaning tool, such as a broom or feather duster, and can clean up the dust and other debris at least two size categories smaller than itself. As part of land movement it can sweep the ground on its way, cleaning up. Debris (objects) that are swept so along the way all end adjacent to the animated object at the end of its movement. It also gains the Improved Overrun feat.
Clever Construction-Choose two racial or class abilities from the Animated Object that would demand you to have mutually exclusive properties (like having wheels while being a sheetlike object). You now qualify for both of them. In addition if you were taking extra damage from piercing/bludgeoning/slashing attacks and/or automatically failed at a skill check, you no loger suffer such penalties
Discrete-The Animated Object can attempt to look like a normal mundane object of its kind by remaining perfectly motionless, resisting its urge to move. It takes a Spot check vs a Disguise check to notice the ruse. Disguise is now a class skill, and the Animated Object gains a +10 racial bonus to such checks while disguising as a mundane object. If the Animated Object has at least 7 HD, indirect divinations cant pierce the ruse either unless the observer is within 10 feet.
Elegant-The Animated Object gains the Slight build property. Hide and Move Silently are now class skills.
Hard-The Animated Object gains Hardness equal to 2 +1/2 HD.
Hazardous-The Animated Object can deal either Bludgeoning, Piercing or Slashing damage, and whenever it hits an opponent with its Slam, it can start a Trip, Disarm or Bullrush check as a free action without needing a new attack roll nor provoking an attack of opportunity.
Box-You can take/remove willing creatures at least your size inside your body at the rate of a move action per creature. Those creatures benefit from Total Cover while inside you, but cant see or affect anything outside you either. As a swift action you may open some parts of your body to reduce the total cover on any or all of the creatures inside you to just cover, but those creatures can now see and target stuff outside you as normal. Closing those openings is another swift action. You can carry one creature of your own size, two one size smaller, four two sizes smaller, eight three sizes smaller, and so on. Their weight counts towards your carrying capacity.
Impressive-The Animated Object can add its Str mod to Cha-based skills and Charisma opposed checks. For each size category it is larger than the target, it gains an extra +2 in such checks, except Intimidate. It takes no penalty if it is smaller than the targer.
Instrument-The Animated Object can use Bardic Music as a a Bard of its Animated Object level. For each size category it is bigger than small, double the range of its musics. This costs two Objective Object picks.
Little-You need to be small or smaller to pick this. Your Slam reach is always at least 5 feet. If you hit another creature with your Slam attack, they must make a Fort save with DC 10+1/2 HD+Str mod or be reduced one size category (to a minimum size of fine) along with their equipment (up to a light load, any excess remains behind)! Their ability scores remain the same, their natural armor is reduced by 2 per size category theyre reduced, and their movement speeds are also halved for each size category theyre reduced (to a minimum of 10 feet), otherwise apply the normal size changes. They can attempt a new Fort save as a fullround action to grow one size category, reversing the effects accordingly, until they recover their original size.
Manipulation-The Animated Object can sprout chains/threads/splinters that work as human hands and allow it to perform fine manipulation. In addition you gain proficiency with Simple weapons.
Reinforced-The Animated Object gains the Powerful Build property. Sense Motive and Spot are now class skills.
Religious Relic-The Animated object picks a cleric Domain. He gains the Domain ability, using Animated Object level instead of cleric level, and can use its 1st level spell 1/hour as a SLA. In addition 1/day the Animated Object may replicate any one 1st level cleric spell and 1/minute any one 0th level cleric spell. Any expensive material or experience costs must be provided by the Animated object despite being a SLA. Save DCs are 10+1/2 HD+Str mod. This costs 2 Objective Object picks. You can pick this option multiple times, each extra one gives you a new domain. However if you pick the higher level Relic options, each one only benefits one of your domains. You can pick the higher level Relic options up to the times you picked Religious relic, each extra one benefiting another of your domains.
Sparking-The Animated Object can light certain parts of its body on fire without damaging itself, like candles or an ovens interior. This produces light as a torch, range doubled for each size category that the Animated Object is larger than small. The Animated Objects Slam deals an extra 1d3 fire damage. This damage increases by one size category for each size the Animated Object is bigger than medium.
Siege Object-You can operate as a Siege Engine of your size (you can also replicate a siege engine smaller than yourself, increase damage accordingly), provided you spend gold equal to the siege engines price to "upgrade" yourself as a 24 hour process. However you can load, aim and fire yourself as a single fullround action, automatically succeeding at any needed checks and never taking a penalty on the attack rolls. Any DCs from your siege attacks become 10+1/2 HD+Str mod.
War Machine- The Animated Object learns one maneuver and stance from
Burning Justice, Gun Maniac, Internet Explorer,
Into the Danger Zone or
Ace Pilot. It does not need to ready it, instead having 10 energy per Animated Object level and recovering 10% of its max energy per round. Its PL is equal to its Animated Object level. If it multiclasses as Moon Vanguard it can combine its own energy reserve to its nanoarmor and both classes will stack for calculating PL. This stacking applies only to the Moon Vanguard class in specific.
Animated Arsenal-The Animated Object gains 25
Arsenal space, up to level I. It can change its arsenal options with 8 hours of self-reconstrunction. If it multiclasses as a
Moon Vanguard, it adds 1 to its level for calculating Arsenal acess. This stacking applies only to the Moon Vanguard class in specific.
Custom-You need War Machine to pick this. You gain 2
super robot upgrade points, but you cannot pick Hyperdimensional Storage, Growth, Sentient, Gravity engine nor Transform (Fighter). Your Slam counts as an in-built weapon and your Super Pilot Level is equal to your Animated Object level. You can pick this option up to 4 times, its effects stack.
Pure Construction-You can count yourself as if crafted of a Pure Metal of your choice. Your Slam count as if crafted by the metal, and you count as if wearing light armor of that kind. Depending on your size you count as if wearing higher grades of armor plus a shield. If a specific material cared about your AC bonus, use half your Natural armor bonus instead. If you count as having a shield, count your full Natural armor instead. If you stand perfectly immobile, you can perform the special property of the material. Youre actually only coated by a very thin layer of the pure metal, so even if youre destroyed, therell be very little of the precius material to harvest.
Medium->Light armor and light shield.
Large->Medium armor and light shield.
Huge->Medium armor and heavy shield.
Gargantuan->Heavy armor and heavy shield.
Colossal->Heavy armor and tower shield.
Ability Score Increase: The Animated Object gains +2 Str at first level and +1 Str at each other level.
Trample: At 3rd level the Animated Object can traple creatures two or more sizes smaller than itself, dealing damage equal to its Slam damage+1,5 Str mod. Opponents who do not make attacks of opportunity can attempt a Reflex save with DC 10+1/2 HD+Str mod to half the damage.
Over Object: At 4th and 5th level pick one of the following options, or two from Objective Object. None may be taken more than once unless noted otherwise.
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Artificial Soul-The Animated Object gains 4 Spirit Points per Animated Object level and learns one
Spirit. When a Spirit refers to a Mecha, it affects the Animated Object instead. It needs 5 minutes of non-activity to recharge its spirits. It counts as either a Real Pilot or Super Pilot, this choice must be made when this ability is picked and cant be changed later. In addition the Animated Object now qualifies for
Pilot feats. You can pick this option up to three times, its effects stack, but not more times than 1/3 your levels in Animated Object.
Greater Clean Up-You need Clean Up to pick this. The Animated Objects trample DC improves by 2 and creatures that fail or choose to make an Aoo are dragged along as if they were objects, provided they were small enough.
Driller-You can burrow through soft earth/sand/similar at half your base speed, and choose whetever you leave an useable tunnel behind.
Carrier-The Animated Objects carrying capacity is doubled and it can pick up adjacent unattended objects/willing creatures as a free action, even during movement. Those creatures count as riding the Animated Object. The Animated Object also ignores Hard terrain from now on. If you have Box, double the amount of creatures you can hold inside yourself, and you may also place them inside yourself as a free action (getting them out is still a move action).
Home-You need Box to pick this. Creatures inside benefit from extra confort and safety, gaining an extra +4 to AC and all saves even when you "open" yourself to let them peek outside. You can receive enhancements as if you were a building, except that you cant change the material youre crafted from (and thus your hardness/HP cannot be changed by building enhancements), nor can you benefit from the landlord feat.
Dangerous Container-You gain a Breath weapon that deals 1 die damage (Cold, Fire, Acid or Electricity, picked when this ability is gained) per HD, affecting a Cone with 20 feet. It can be used as a standard action and takes 1d4 turns to recharge. Damage die is 1d4 for small, 1d6 for medium, 1d8 for huge, 1d10 for Gargantuan, 1d12 for colossal. For each size category youre larger than small the cone range is doubled.
Flying-You need the Animated Object racial ability to fly to pick this. Your flight speed is now equal to your base speed and maneuverability changes to Poor.
Sacred Relic-You need Religious Relic to pick this. You can now replicate your 2nd level Domain spell once per hour and any one 2nd level cleric spell 1/day, your 1st level Domain spell once per minute and one 0th level cleric spell of your choice at will, details as with Religious Relic.
Very Hard-You need Hard to pick this. The Animated Objects Hardness increases by 2 and it gains +1 Str.
Shrugg Off- As an immediate action for 1 round you can add your Str mod to Fort saves and half all damage you take.
Micro- You need Little pick this. Now when you hit another creature with your Slam attack, they must make a Fort save with DC 10+1/2 HD+Str mod or be reduced to two sizes smaller than your own size along with their equipment (no more than a light load, any excess remains normal size)! Their ability scores remain the same, their natural armor is reduced by 2 per size category theyre reduced, otherwise apply the normal size changes. They can attemt a new Fort save as a fullround action to grow one size category, reversing the effects accordingly, until they recover their original size. If they fail this save three times between size changes, the effect becomes permanent until youre destroyed. You can also dismiss the effect on an affected creature as an Immediate action.
Advanced Siege-You need Siege Object to pick this. You gain a +1 Insight bonus to siege attack rolls for each 2 HD you have, add your Str mod to ranged siege damage rolls, and can load, aim and fire yourself as a standard action.
Advanced War Machine- You need War Machine to pick this. You learn another two maneuvers and two stances from the given school options. You can pick level II options from the arsenal. If it multiclasses as a Moon Vanguard, it now adds 4 to its level for calculating Arsenal acess. This stacking applies only to the Moon Vanguard class in specific.
Advanced Custom-You need Advanced War Machine to pick this. You gain another 5 super Robot Upgrade points to spend, with the same limitations.
Crafty Construction-You need Pure construction to pick this. You now have a binding shackle of your respective material and can throw pieces of your body that count as vials of the respective pure metal. Each such vial thrown deals you 1 point of damage.
Optimal Object: At 6th and 7th level pick one of the following options or two from Over Object. None may be taken more than once unless noted otherwise.
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Fantastic Clean Up-The Animated Object automatically clears a way through fogs, magical or not, as well as other area magic effects that would hinder movement/vision. Any hard terrain the Animated Object crosses can be turned to normal terrain. The Animated object may also choose to let a fog as thick as its area behind after it passes, and/or a grease effect, either last 1 minute.
Great Driller-You need Driller to pick this. You can now burrow trough soft earth/sand/similar at your normal base speed and through hard materials like rock and metal at half your base speed. In addition your trample attack now deals double damage.
Guardian- the animated object may attune itself to one willing creature or object of its choice with a full-round action. It now knows precisely where that creature or object is at all times. If the distance between them is more than 100 feet, the animated object may spend a full-round action per mile that separates them to appear anywhere within 5-ft from the attuned creature/object. If they are on different planes of existence, they count as being 100 miles away from each other unless the planes are coexistent, in which case it effectively adds 1 mile to the process.
Greater Flying-You need the Animated Object racial ability to fly to pick this. Your flight speed is now equal to twice your base speed and maneuverability changes to Average.
Holy Relic-You need Sacred Relic to pick this. You can now replicate your 3rd level Domain spell 1/hour, any one 3rd level cleric spell 1/day, your 2nd level Domain spell once per minute, your 1st level Domain spell at will, details as with Religious Relic.
Mass Micro-You need Micro to pick this. As a fullround action you can move up to your base speed and attept a touch attack against every creature inside your melee reach. Struck creatures are reduced as if they had been hit by your Slam. If any attempt an Aoo against you automatically succeed on your touch attack against that one. You can also use Shrink as a SLA with CL= HD 1/hour in unattended objects.
Pocket Dimension-An animated object that has a storage space within it that can be enclosed, such as a bag, chest, basket or a even a house, can have that storage space become a pocket dimension of its own. The area is big enough to contain anything within its light carrying capacity. The animated object can take care of things within it, such as cleaning and folding clothes neatly and may have whatever it has inside be what appears when its storage space is looked into. It can retrieve from itself any item of its choice with a move action and, if it is willing, way let others retrieve them as well. The content may also be forcibly picked into if the animated object it unconscious or destroyed or while it is being pinned. If it wins the grapple check, it establishes a hold and can try to swallow the foe into its pocket dimension the following round with another successful grapple check. A foe may only be swallowed if its weight doesnt cause the animated object to carry more than its pocket dimension can carry or if it fits within the enclosed space of its container. The foe can take no actions except attempt to escape the area. It may do so with a successful grapple check, which returns it outside but still grappling the animated object. The animated object isnt treated as grappling with swallowed foes.
Unbound-Now that it can move, the Animated Object doesnt feel like being forced to stop. It gains a permanent Freedom of Movement effect on self.
Really Hard- You need Very Hard to pick this. The Animated Objects Hardness increases by 3 and it gains +2 Str.
Greater Siege-You need Over Siege to pick this. You now add 1,5 your Str mod to ranged damage rolls, ignore all cover less than total and all concealment with your siege attacks, and enemies damaged (plus every other enemy within 30 feet of the point of impact) must succeed on a Will save with DC 10+1/2 HD+Str mod or become Shaken for 1 round. Frightened for 1 round and then Shaken for 1 round if they fail by 5 or more. Panicked for 1 round, Frightened for 1 round and then Shaken for 1 round if they fail by 10 or more. Those immune to fear instead take +50% damage as theyre too foolish to duck out of the way of your attacks.
Greater War Machine- You need Advanced War Machine to pick this. You learn another two maneuvers and one stance from the given school options. You gain +2 energy per level.
Greater Custom-You need Greater War Machine to pick this. You gain another 6 Upgrade Points to spend, with the same limitations, plus +10 Arsenal Space.
Endure- When you use Shrugg off, you dont suffer any ill effects from attacks against which you saved.
Alloy Construction-You need Crafty Construction to pick this. You can choose a second type of pure metal to count yourself crafted from. Your thrown vials however count only as either one type of material, chosen when thrown.
Outstanding Object: At 8th and 9th level pick one of the following options, or two from Optimal Object.
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Divine Relic-You need Holy Relic to pick this. You can now replicate your 4th level Domain spell 1/hour, any one 4th level cleric spell 1/day, your 3rd level Domain spell once per minute, and your 2nd and 1st level Domain spells at will, details as with Religious Relic.
Super Cleaner-You need Fantastic Clean up to pick this. Enemies failing their save against your trample automatically lose their lowest CL magic buff, or their active martial boost/counter/stance (by that order) if they had no magic buffs . Regardless of saving against the trample or not, the Animated Object automatically removes any suit from its target, including items with "Suit" on their name.
Stupidly Hard- You need Really Hard to pick this. The Animated Objects Hardness increases by 4 and it gains +3 Str.
Outlast-When you use Shrugg Off, you may remove one ill condition in yourself with a duration other than instantaneous or permanent. You may use Shrugg Off even if normally unable to take actions.
Supreme Flying-You need the Animated Object Flying ability to fly to pick this. Your flight speed is now equal to triple your base speed and maneuverability changes to Good.
Supreme Siege-You need Greater Siege to pick this. Double the range and affected area of your ranged siege attacks. Enemies damaged by your siege attacks must succeed on a Reflex save with DC 10+1/2 HD+Str mod or be Dazed for 1 round.
Supreme War Machine-You learn another three maneuvers and three stances from the given school options. You can pick level III options from the arsenal. If it multiclasses as a Moon Vanguard, it adds 7 to its level for calculating Arsenal acess. This stacking applies only to the Moon Vanguard class in specific.
Supreme Custom-You need Supreme War Machine to pick this. You gain another 7 Upgrade points to spend, with the same limitations, plus +15 Arsenal space.
Master Construction-You need Crafty construction to pick this. Animated Object levels now count as if granting full Bab for the purpose of Pure metal abilities, and you now count as if made of Masterwork quality. If you picked Alloy construction, only one of the materials is upgraded, you need to pick this ability twice to upgrade both.
Omega Object: At 10th level pick one of the following options, or two from Outstanding object. None may be taken more than once unless noted otherwise.
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Hardest-You need Stupidly Hard to pick this. The Animated Objects Hardness increases by 5 and it gains +4 Str. In addition it becomes immune to one Element of its choice.
Fortress-You need Stupidly Hard and Home to pick this. You gain the Landlord feat and can now use it to benefit yourself. In addition you can now improve yourself with new materials and gain their hardness, but your HP still remains unchanged.
Godly Relic-You need Divine Relic to pick this. You can now replicate your 5th level Domain spell 1/hour, any one 5th level cleric spell 1/day, your 4th level Domain spell once per minute, your 3rd, 2nd and 1st level Domain spells at will, details as with Religious Relic. In addition if the Animated Object multiclasses into a divine caster class, it can count its AO levels as levels of that class for purposes of CL and for the purposes of learning new spells/powers and getting new spell slots/power points. However, it does not retroactively gain spell slots or new spells for caster levels she did not take, nor does she add her AO level to its character level for the purpose of other class features, such as turn undead. In alternative, if the Animated Object would take a Prc that could advance Divine spellcasting, it may instead to keep unlocking new spell levels from its Domain.
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+1 spellcasting would unlock the 5th level spell 1/minute.
+2 spellcasting would unlock the 6th level spell 1/hour and make 4th and below at-will.
+3 spellcasting would unlock the 6th level spell 1/minute.
+4 spellcasting would unlock the 7th level spell 1/hour, the 6th level spell 1/minute and make 5th and below at-will
+5 spellcasting would unlock the 7th level spell 1/minute.
+6 spellcasting would unlock the 8th level spell 1/hour, the 7th level spell 1/minute and make 6th and below at-will
+7 spellcasting would unlock the 8th level spell 1/minute.
+8 spellcasting would unlock the 9th level spell 1/hour, the 8th level spell 1/minute and make 7th and below at-will
+9 spellcasting would unlock the 9th level spell 1/minute.
+10 spellcasting would make 8th and below at-will.
Since you can only pick Omega Object once, only one of your domains will benefit from the above, even if you picked the previous options multiple times.
Identified Flying Object-You need the Animated Object Greater Flying ability to fly to pick this. Your flight speed is now equal to four times your base speed and maneuverability changes to Perfect. You ignore all ill weather conditions while flying and gain Flyby as a bonus feat (if you already had it, you may pick other feat for which you qualify for).
Cleaner 9000-You need Fantastic Cleaner to pick this. Any enemies hit by your Slam attack or failing their save against your trample receive one negative level. This negative level will affect even constructs and undeads as theyre being literally erased from reality.
Resilient-You need Endure to pick this. When using Shrugg Off, reduce all damage you take to 1/3 instead of 1/2, and Animated Object levels now grant Full Bab while Resilient is active.
Animation Projection-The animated object learns to control the force that animates it and can project it to other objects. With a full-round action 1/hour, it loses control of its current body and gains control of any one object within 5 feet per HD. The object must be unattended and tiny-sized. Class features that permanently increase its size category such as Growth may be used to increase the size limit of the object it wishes to use as its new body. This does not heal the animated object.
If its new body is not compatible with some of its class optional abilities, it may swap them for others it qualifies for.
Secret Construction-You need Masterwork Construction to pick this. Once per hour your may change one of your pure metal kinds as a swift action. If you then start taking Fighter levels, you gain extra benefits as follows
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3 Fighter levels-The quality of one of your materials increases to Relicwork. If you change this material the benefit applies to the new material.
5 Fighter levels-You gain Alloy Construction an extra time and also Master Construction for it.
7 fighter levels-The quality of your Relicwork material increases to Artifactwork.
9 fighter levels-You gain Alloy Construction an extra time and also Master Construction for it. Your Master quality materials increase to Relicwork level.
10 fighter levels-The quality of your Artifactwork material increases to Phantasmwork
Crushing Siege-You need Supreme Siege to pick this. You can now full attack with your siege attack, although if an enemy would be forced to make multiple saves against the fear and daze, instead the respective DCs increase by 2 for each extra attack that hits. In alternative, you may fire a single shot as a fullround action that forces the damaged target to make a Fort save with DC 10+1/2 HD+Str mod or be reduced to little pieces, provided they were smaller than you. If youre firing at inanimate objects as a fullround action, including magic immaterial ones such as a Wall of force, you instead make a hole through them as wide as you are. Any creatures right behind that hole are then affected by your ranged siege attack.
Zero Machine-You learn another three maneuvers and two stances from the given school options. You gain+3 energy per level. can pick level IV options from the arsenal. It adds 10 to its level for calculating Arsenal acess. This stacking applies only to the Moon Vanguard class in specific.
X Custom-You need Supreme Custom to pick this. You gain another 8 Upgrade points to spend, with the same limitations, plus +20 Arsenal space. Choose 10 of your upgrades. You can change them as a swift action.
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Neo Objective
Prerequisite: At least four Objective Object abilities.
Benefit: You can take another two picks from the Objective Object list.
Neo Over
Prerequisite: At least two Over Object abilities, Neo Objective
Benefit: You can take another pick from the Over Object list or two from the Objective Object list.
Neo Optimal
Prerequisite: At least two Optimal Object abilities, Neo Over
Benefit: You can take another pick from the Optimal Object list, two from the Over Object list, or four from the Objective Object list, or one from the Over Object and two Objective Object.
Neo Outstanding
Prerequisite: At least two Outstanding Object ability, Neo Optimal
Benefit: You can take another pick from the Outstanding Object list, or two from the Optimal Object list, or four from the Over Object list, or eight from the Objective Object list, or one Optimal Object and two Over Object, or two from the Over Object and four Objective Object, or one Optimal Object and four Objective Object, or one Optimal Object, one Over Object, and two Objective Object.
Special: You can take this feat multiple times, its effects stack.