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Artificial Intelligence (AI)

Analyst AI
Security AI
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 AIs programming must be destroyed (the magnitude of this
task can vary widelythe host may be merely a single computer with hardness 10 and
20 hit points or an entire building that must be destroyed over multiple encounters
or adventures) or all three of its ability scores must be reduced to 0 via ability
drain effects directed at the AIs core processor (typically a large computer in
the most well-defended part of a complex, but sometimes a processor housed in a
robot). Ability damage dealt to an AI at best merely inconveniences it, and at
worst renders it comatose for a limited time.

An AI that is installed in a robot enhances that robot with the aggregate template.

Creating An AI
An artificial intelligences stat block is similar to that of an intelligent magic
item. Note that these statistics reflect only the intelligence itself, not the
host. Building an AI stat block requires the following statistics.

CR: An artificial intelligences CR sets its ability scores, saves, and skill
checks. It also sets its XP value for defeating itthis 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.

Alignment and Type: An AI can be any alignment. 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 AIs stats,
since its likely that an AI will have access to a variety of sensory devices over
a large area.

Defenses: An AI doesnt 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 mindin most cases,
this means it primarily uses its Will save. An AI uses its CR as its effective Hit
Dice for determining its base savesit has good Will saves and poor Fortitude and
Reflex saves.

Ability Scores: An AIs 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 per point of
CR. An AI has a number of class skills equal to its Charisma modifier. These may be
any skill, though the most common class skills for AIs are: Bluff, Diplomacy,
Intimidate, Knowledge (all), Linguistics, Perception, and Sense Motive.

Feats: An AI has a number of feats equal to half its CR (minimum 1). An AI must
meet all prerequisites of its feats. AIs also gain Technologist as a bonus feat.

Languages: AIs speak Binary. 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.

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