Artificial Intelligence
Artificial intelligences are disembodied minds installed into robots or structures. An AI has its own personality and interests, but requires a host to interact with the world — a robot, a computer network, or an entire facility.
How AIs Work
When installed in a structure with an integrated computer network, an AI can manipulate anything connected to that structure — traps, doors, weapons, sensors. An AI installed in a robot enhances it with the aggregate template.
An AI's stat block resembles that of an intelligent magic item. Its statistics reflect only the intelligence itself, not its host — AC, hit points, and physical defenses come from the host.
Destroying an AI
An AI hosted in a structure can be destroyed in two ways:
- Destroy the physical host — The hardware containing the AI's programming must be destroyed. This ranges from a single computer (hardness 10, 20 hp) to an entire building requiring multiple encounters.
- Drain all three ability scores to 0 — Using ability drain effects directed at the AI's core processor (typically the most well-defended computer in the complex, sometimes a processor in a robot). Ability damage only inconveniences the AI or renders it comatose temporarily.
Creating an AI — Stat Block Anatomy
Building an AI stat block requires the following statistics. Each entry reflects the intelligence only — not its host.
| Stat | Rules |
|---|---|
| CR | Sets ability scores, saves, and skill checks. Also sets the XP award — granted as a story award, or replaced by the host robot's XP when wholly contained within it. |
| Alignment & Type | Any alignment. Type is artificial intelligence; counts as a construct for all effects targeting creature type. |
| Initiative | Uses Intelligence modifier, not Dexterity. |
| Senses | Requires access to cameras, microphones, or other sensory tools to perceive the outside world. List senses in encounter areas, not the AI stat block. |
| Defenses | No AC, hp, or physical defenses of its own — uses the host's. The AI uses its own saves only against attacks targeting its mind (primarily Will save). Uses CR as effective HD: good Will, poor Fort and Ref. |
| Ability Scores | Base scores are 14, 12, and 10 — arrange as desired. For every 2 CR, gain a +2 bonus to one ability score (GM assigns). |
| Skills | (6 + Int modifier) × CR skill points. Number of class skills equals Charisma modifier. Common class skills: Bluff, Diplomacy, Intimidate, Knowledge (all), Linguistics, Perception, Sense Motive. |
| Feats | Feats equal to CR ÷ 2 (minimum 1); must meet prerequisites. Gains Technologist as a bonus feat. |
| Languages | Speaks Androffan. Knows additional languages equal to Intelligence modifier. |
| Special Abilities | Any unusual abilities the AI possesses. Common examples: expanded Knowledge coverage, remote consult bonuses, precision targeting for connected weapons. |
Sample AIs
N artificial intelligence
Init +11 (Int); Senses Perception +15
Saves Fort +4, Ref +4, Will +11
Ability Scores Int 24, Wis 12, Cha 12
Skills Appraise +19, Craft (mechanical) +19, Diplomacy +13, Disable Device +19, Heal +13, Linguistics +23, Knowledge (engineering/geography/history/nature/religion) +23, Perception +15, Sense Motive +15
Feats Alertness, Combat Expertise, Craft Technological Item, Improved Initiative, Improved Iron Will, Iron Will, TechnologistB
Languages Androffan + 19 additional (Abyssal, Aklo, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Hallit, Kellish, Orc, Osiriani, Polyglot, Skald, Tien, Varisian, Vudrani)
Special Abilities
Expert Knowledge (Ex): Treats all Knowledge skills as class skills; can make all Knowledge checks untrained.
Multi-Core Processor (Ex): When taking 10 on an Int- or Wis-based check, also rolls a d20 — uses the higher result.
Remote Consult (Ex): Uses Int modifier instead of Dex on Disable Device. While in contact with an ally, can use aid another on their skill checks; for every 5 points the AI exceeds DC 10, the bonus increases by 1.
LN artificial intelligence
Init +6 (Int); Senses Perception +16
Saves Fort +2, Ref +2, Will +9
Ability Scores Int 14, Wis 16, Cha 14
Skills Bluff +10, Diplomacy +10, Intimidate +10, Knowledge (engineering/geography) +10, Perception +16, Profession (soldier) +11, Sense Motive +16
Feats Alertness, Improved Initiative, Point-Blank Shot, Precise Shot, TechnologistB
Languages Androffan, Common, Hallit
Special Abilities
Precision Targeting (Ex): Robots and technological traps controlled by this AI gain an insight bonus equal to its Intelligence modifier (+2) on ranged attack rolls.
Security AIs control the defenses and robots of high-security Androffan facilities.
Aggregate Template
Aggregate is an acquired template applied to any robot that has an AI installed in it. The robot must have storage capacity to house the AI (GM discretion). The aggregate retains all the base robot's statistics except as noted below.
If the AI is wholly contained within the aggregate, destroying the robot also destroys the AI. Otherwise, the base AI survives the aggregate's destruction.
| Statistic | Change |
|---|---|
| CR | Base robot CR + 1. If the AI is wholly contained, defeating the aggregate may replace the AI's separate XP award. |
| Alignment | Changes to match the base AI's alignment. |
| Initiative | Uses the base AI's Intelligence modifier instead of the robot's Dexterity (stacks with other modifiers the robot has). |
| Senses | Retains all base robot senses. Gains all-around vision when in an area fitted with cameras or sensors under the AI's control. |
| Saves | Uses base robot saves; recalculate Will save for the new Wisdom score. |
| Attacks | Uses base robot's BAB and natural attacks unchanged. |
| Defensive Abilities | Retains base robot's; gains the AI's as well. |
| Special Attacks | Retains base robot's; gains the AI's as well. |
| Ability Scores | Uses the base AI's Intelligence, Wisdom, and Charisma. Physical scores (Str, Dex, Con) remain from the base robot. |
| Skills | Retains base robot's (recalculated for new mental scores). Gains AI's skill ranks as bonus ranks — use the higher value for each skill; they do not stack. |
| Feats | Retains all base robot feats; gains all AI feats as bonus feats. |
| Languages | Retains base robot languages; gains AI languages as bonus languages. |
LN Medium construct (robot + Security AI)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +16
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
Immune construct traits, hardness 5; Resist electricity 5, fire 5
Saves Fort +0, Ref +2, Will +9
Speed 30 ft.; Melee 2 slams +4 (1d4+2); Ranged stun gun +6 touch (1d8 nonlethal)
Str 15, Dex 14, Con —, Int 14, Wis 16, Cha 14
Feats Alertness, Improved Initiative, Point-Blank Shot, Precise Shot, TechnologistB
Languages Androffan, Common, Hallit
Synthetic flesh and hair give the mannequin a +8 bonus on Disguise checks to appear human (not to impersonate a specific person).