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—the 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 AI’s 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.
An artificial intelligence’s 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 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.
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 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.
Pathfinder Campaign Setting: Technology Guide © 2014, Paizo Inc.; Authors: James Jacobs and Russ Taylor.