These can only be used with prior GM/DM approval.
Among the most marvelous of technological wonders are artificial intelligences. Each artificial intelligence (or AI) has its own personality and interests, but its actual ability to interact with the world requires a being installed into a robot or structure (known as a host).
When an AI is installed in a technological structure with an integrated computer network, it can manipulate anything that is connected to that structure, such as traps, doors, or weapons. To destroy an AI in a host structure, either the physical device that contains the AI’s programming must be destroyed (the magnitude of this task can vary widely) or all three of its ability scores must be reduced to 0 via ability drain effects directed at the AI’s core processor. Ability damage dealt to an AI at best merely inconveniences it, and at worst renders it comatose for a limited time.
Creating an AI
Note that these statistics reflect only the intelligence itself, not the host.
CR: An artificial intelligence’s CR sets its ability scores, saves, and skill checks. It also sets its XP value for defeating it—this award is typically granted as a story award once the AI has been overcome, but in some cases (such as when an AI is installed in a single robot), this XP award is replaced by the standard XP for defeating that robot.
Type: Its type is “artificial intelligence,” and it counts as a construct for all effects that target creature type.
Initiative: The installed AI modifies its initiative check with its Intelligence modifier, not its Dexterity modifier.
Senses: An AI needs access to a robot, cameras, microphones, or other mechanical sensory tools in order to be able to notice things in the outside world. These senses should be listed in the appropriate encounter areas, not in the AI’s stats, since it’s likely that an AI will have access to a variety of sensory devices over a large area.
Defenses: An AI doesn’t have an AC, hit points, or other statistics related to a physical form; it relies on its host robot or structure for those scores. An AI uses its own saving throws only against attacks that target its mind—in most cases, this means it primarily uses its Will save. An AI uses its CR as its effective Hit Dice for determining its base saves—it has good Will saves and poor Fortitude and Reflex saves.
Ability Scores: An AI’s base ability scores are 14, 12, and 10. Arrange them in any order desired. For every 2 points of CR it possesses, it gains a +2 bonus to an ability score (assigned by the GM).
Skills: An AI has skill points equal to (6 + its Intelligence modifier) x4 for CR 1 and 6 + its Intelligence modifier per point of additional CR beyond 1. An AI has a number of class skills equal to its Charisma modifier.
Languages: AIs speak Ancient. An AI knows a number of additional languages equal to its Intelligence modifier.
Special Abilities: Use this section to cover any unusual abilities the AI possesses.