||This small ball-joint doll wears a bright dress and stands, posed, without the aid of a doll stand. Its glass eyes stare straight ahead, vacant and seemingly sightless, before it blinks suddenly and shifts its stance. At which point the doll’s glass eyes glisten with unmistakable curiosity as it comes to life with a fluid grace.
During Combat Except in the direst situations, the soulbound doll avoids melee combat. It uses levitate to keep its enemies at a distance, focusing its offensive spell-like abilities on targets with ranged weapons or that attack it with ranged spells.
Morale A soulbound doll only fights until destroyed if it faces another soulbound doll of an opposing alignment. Otherwise, it flees any way it can when reduced to half its hit points.
3/day—light, mage hand, open/close, prestidigitation
1/day—levitate, one additional ability dependent on alignment
Soulbound dolls are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
Chaotic Neutral: rage
Lawful Neutral: suggestion
Neutral: deep slumber
Neutral Evil: inflict serious wounds
Neutral Good: heroism
2 extra AP to all non magical physical effects
Susceptible to Mind-Affecting Effects
The weakened conviction of a soulbound doll’s soul makes it susceptible to mind-affecting effects, despite the fact that it is a construct.
The soul bound to the doll lives within a focus integrated into the doll or its apparel, typically one of the doll’s eyes or a gem embedded into its neck or chest. As long as this soul focus remains intact, it can be used to animate another doll, using the same cost as creating a new construct. Once bound into the soul focus, the soul continues to learn, and so if later it is put into a new doll body, the soul retains its personality and memories from its previous body or bodies. A soul focus has AP: 8, 12 hit points, and a break Difficulty of Formidable.
Improved Initiative (Combat)
Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.
You have enhanced physical stamina. You gain +1 hit points per location.