ARTIFICIAL SPIRIT Diminutive Construct (Incorporeal) Hit Dice: 1d10 (5 hp)
Initiative: +2
Speed: Fly 30 ft. (perfect)
Armor Class: 19 (+4 size, +2 Dex, +3 deflection)
Base Attack/Grapple: +0/---
Attack: ---
Full Attack: ---
Space/Reach: 1 ft./0 ft.
Special Attacks: ---
Special Qualities: construct traits, granted abilities, improved evasion, incorporeal traits, spiritual hands, spiritual vision
Saves: Fort +0, Ref +2, Will +0
Abilities: Str ---, Dex 14, Con ---, Int 6, Wis 10, Cha 16
Skills: Hide +14, Listen +6, Search +2, Spot +6
Feats: Alertness
Environment: Any
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---
An artificial spirit is a small fragment of tama and willpower pulled from the Akashic Records by a technician. It is found only as the creation and companion of a technician or character with similar abilities.
The artificial spirit describe here is that of a 1st-level technician.
Combat Construct Traits: An artificial spirit has immunity to poison,
sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Artificial spirits do not have the usual construct traits of darkvision and low-light vision.
Granted Abilities: The artificial spirit described here has the special abilities of alertness, share technique, and telepathic link, as described in
Skills & Feats}.
Improved Evasion (Ex): If an artificial spirit is subjected to an attack that normally allows a Reflex saving throw for hald damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Incorporeal Traits: An artificial spirit is harmed only by other incorporeal creatures, magic weapons, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. The creature always moves silently and cannot be heard with Listen checks id it doesn't wish to be.
Spiritual Hands (Ex): Although it lacks a physical body, an artificial spirit can interact with the physical world in a limited manner. It has an effective Strength score of 1 (so it can lift 2.5 pounds or drag 12.5 pounds). This effective Strength score does not allow the artificial spirit to attack in any way; it is never allowed an attack roll.
Spiritual Vision (Ex): Although it has no physical sensory organs, an artificial spirit can sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though an artificial spirit still can't discern invisible or ethereal beings. An artificial spirit's spiritual vision range is 30 feet.