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 doesn't take any other penalties for the grapple.
Boat-You gain a Swim speed equal to twice your base speed even if you're not made of a normally buyoant material. However you can only use this swim speed to move over the water's surface.
Capturing-The object can as a fullround action move up to its speed into another creature's 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 there's 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 you're 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 they're 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 can't 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 can't 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 they're reduced, and their movement speeds are also halved for each size category they're 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 oven's interior. This produces light as a torch, range doubled for each size category that the Animated Object is larger than small. The Animated Object's 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 engine's 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 50 energy and recovering 5 energy per round. Its PL is equal to its Animated Object level plus half other levels. If it multiclasses as
Moon Vanguard both classes will stack for calculating PL. This stacking applies only to the Moon Vanguard class in specific.
Animated Arsenal-The Animated Object gains 5
Arsenal space and 1 hardpoint, 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, Great One, Tek Knight, Zero Pattern nor Transform (Fighter). Your Slam counts as an in-built weapon and your PL 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. You're actually only coated by a very thin layer of the pure metal, so even if you're destroyed, there'll 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.