Spheres of Power

Superintelligence

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Diamond Spheres: Expanded Tinker and Silverminds
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Superintelligence (Silvermind Racial Prestige Class)

He turned to face the machine. “Is there a God?”
The mighty voice answered without hesitation, without the clicking of a single relay.
“Yes, now there is a God.”
Sudden fear flashed on the face of Dwar Ev. He leaped to grab the switch.
A bolt of lightning from the cloudless sky struck him down and fused the switch shut.

- Fredric Brown’s Answer

The superintelligence is a versatile and open-ended prestige class for the silvermind race, intended to grant silverminds the ability to quickly transfer between hosts. Not all silvermind pursue this path, preferring more tangible combat abilities, magic, and skills, where the superintelligence sees the biggest picture and their ability to intercede.

Requirements:

  • Race: Silvermind, cannot have the simulacra alternate racial trait (or any other racial trait that prevents it from installing itself in a non-mechanoid gizmo).
  • Skills: Knowledge (engineering) 5 ranks.
  • Talents: Tinker sphere (all packages).

Class Skills: None (see Adaptive Protocols).
Skill Points at each Level: 6 + Int modifier.
Hit Die: d6.

Table: Superintelligence

Class Level Base Attack Bonus Fort Save Reflex Save Will Save Special Bonus Tinker Talent
1 +0 +0 +0 +1 Adaptive Protocols, Accelerated Transfer (full-round), Maintain Integrity
2 +1 +1 +1 +1 Aligned class (+1), Remote Install Transmission Mastery
3 +2 +1 +1 +2 Aligned class (+2), Uncanny Dodge
4 +3 +1 +1 +2 Accelerated Transfer (standard), Advanced Firewalls, Perfect Understanding Security Measures
5 +3 +2 +2 +3 Accelerated Transfer (standard), Aligned class (+3)
6 +4 +2 +2 +4 Aligned class (+4), Esoteric Technology (1) Redundant Systems
7 +5 +2 +2 +4 Accelerated Transfer (move), Advanced Firewalls (unhackable), Immortal Machine
8 +6/+1 +3 +3 +5 Aligned class (+5), Perfect Understanding, Superior Integrity Multifunctional Gizmos
9 +6/+1 +3 +3 +5 Aligned class (+6), Esoteric Technology (2)
10 +7/+2 +3 +3 +6 Accelerated Transfer (swift, at-will), Deus Ex Machina Mass Interface

Adaptive Protocols (Ex): At 1st level, the superintelligence does not gain class skills or bonus [trade] talents from selecting this prestige class. Instead, the superintelligence gains two bonus Vocation sphere [trade] talents, which they may freely retrain whenever they rest.

In addition, when selecting these [trade] talents, the superintelligence may select a single skill belonging to one of these [trade] talents, gaining temporary bonus ranks in that skill equal to their character level and unlocking skill leverage with that skill. The superintelligence does not retrain previously allocated skill ranks as these ranks are temporary and may change each time the superintelligence rests.

Accelerated Transfer (Ex): At 1st level, the superintelligence gains greater ability to transfer themselves to other gizmos they crafted. They can transfer themselves (as well as any other routines in their host gizmo) as a full-round action a number of times per day equal to their practitioner ability modifier, +1 per 2 class levels. At 4th, 7th, and 10th level, the superintelligence may transfer themselves one step faster (full-round > standard > move > swift). At 10th level, the superintelligence may use this ability any number of times per day.

Additionally, if transferring between silvercore gizmos, they may also transfer any number of equipped items. Items moving from one silvercore to another is an extraordinary teleportation effect.

Maintain Integrity (Ex): At 1st level, the superintelligence's presence allows their host to deflect and evade harm. The superintelligence gains a number of temporary hit points equal to twice their superintelligence class level plus their practitioner ability modifier. These temporary hit points are always lost first, even before other temporary hit points. If an attack deals less damage than the superintelligence's temporary hit points from this ability, it still reduces these temporary hit points, but is otherwise treated as a miss for the purpose of abilities and other effects that trigger on a hit or miss. This includes avoiding additional effects (saving throws, inflicted conditions, and so on) that this attack might inflict.

These temporary hit points are fully restored whenever the superintelligence transfers to a new host gizmo (but no more than once per round), with one minute of work (similar to maintaining a gizmo, but may be done mentally), or with the following personal battery use ability:

  • Personal Battery Use [Repair Integrity] (1 battery): The superintelligence may use this ability as a move action to restore their temporary hit points from the maintain integrity class feature.

Aligned Class: Starting at 2nd level, the superintelligence chooses one base class they belonged to before gaining superintelligence levels. The superintelligence gains all the class features for this class, essentially adding each noted superintelligence level to their aligned class to determine what class features they gain. The superintelligence retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of their aligned class as well as those of the superintelligence prestige class.

The superintelligence continues to progress this base class according to Table: Superintelligence.

Remote Install (Ex): At 2nd level, the superintelligence may transfer to a new host gizmo within signal range with the Transmission Mastery Remote Install ability. This does not change the time required to transfer (unless transferring faster using the accelerated transfer feature granted by this class).

Bonus Talents: At 2nd level, and every even level thereafter, the superintelligence gains a specific Tinker sphere talent as a bonus talent, as indicated on Table: Superintelligence. If the superintelligence already possesses that talent, they may immediately retrain that talent.

Uncanny Dodge (Ex): At 3rd level, the superintelligence’s predictive algorithms make them very difficult to surprise. They gain the uncanny dodge ability, as the rogue class feature.

If the superintelligence already has uncanny dodge, they instead gain improved uncanny dodge.

Advanced Firewalls (Ex): At 4th level, the superintelligence’s host gizmos become nigh-impossible to hack. Disable device checks (or other skill checks or abilities to sabotage) made against the superintelligence’s host gizmo (or gizmos attached to their host gizmo) take a penalty equal to their Tinker sphere associated skill bonus. Countergizmo effects against the superintelligence’s host gizmo instead take a penalty equal to the superintelligence’s class level plus their practitioner ability modifier.

At 7th level, the superintelligence’s host gizmo can no longer be hacked. Any attempts to sabotage it automatically fail.

Perfect Understanding (Ex): At 4th level, the superintelligence can calculate the precise method for achieving any goal. As part of making any d20 check, or on being attacked, the superintelligence may grant themselves an insight bonus equal to their superintelligence level to any d20 roll (or to their AC or saving throw, as appropriate). This ability must be declared before the roll is made. The insight bonus granted by this ability stacks with insight bonuses granted by Tinker sphere effects.

Once used, this ability cannot be used again until the superintelligence maintains their gizmos.

At 9th level, this ability may be used after the roll has been made and the results have been revealed. Doing so grants only half the bonus (1/2 your superintelligence level), but can change a failure to a success (or change a successful attack against you to a failure).

Esoteric Technology: At 6th level, the superintelligence gains a bonus (gizmo) feat they qualify for. Whenever the superintelligence rests, they may retrain this feat for any other (gizmo) feat they qualify for. Any gizmos crafted using a feat the superintelligence no longer possesses must be maintained or recrafted without that feat’s benefits.

At 9th level, the superintelligence gains a second bonus (gizmo) feat subject to this ability’s conditions.

Immortal Machine (Ex): At 7th level, once per week, when the superintelligence would become dormant or their host gizmo would be destroyed, they can instead instantly transfer themselves to another gizmo within signal range and remain at 1 hit point.

Superior Integrity (Ex): At 8th level, whenever the superintelligence would take damage, the superintelligence may choose to have their host gizmo take that damage instead (damage redirected this way is determined after damage reduction, energy resistance, and other effects, and is not further reduced by hardness or other effects). The superintelligence must choose to use this ability before the amount of damage dealt is known; if the superintelligence uses this ability after the damage dealt is known, using this ability is an immediate action.

Deus Ex Machina (Ex): At 10th level, once per day as a standard action, the superintelligence can instantly fabricate a single gizmo they could create at any location within signal range, and may immediately activate and use it as with Mass Interface’s remote control option. The superintelligence may orient the gizmo, equip it to a willing ally, install it into a suitable gizmo, attach it to an appropriate object (that is not attended by an unwilling creature), and so on, as part of activating this ability. A gizmo used this way must be usable as a full-round action (or faster).

Until the end of the superintelligence’s next turn, they may deplete batteries attached to its host gizmo to power the fabricated gizmo.

If using this ability to fabricate a project, the superintelligence does not need to have gathered the suitable project materials. If the superintelligence lacks the project materials or available gold to afford the project at the time the gizmo was fabricated, it lasts for 1 hour before becoming abandoned. This may allow the superintelligence to temporarily exceed the maximum number of projects or gizmos with a limited number they could maintain (such as AI, mechanoids, power plant gizmos, and so on).

A gizmo fabricated using this ability is otherwise a real gizmo for all purposes. The superintelligence must choose to maintain the gizmo the next time they maintain their gizmos (or within 24 hours, whichever is sooner), or to abandon the gizmo. If the fabricated gizmo is a project that imposes a limit on how many a character can maintain (such as AI or mechanoids), the superintelligence must choose which gizmos they continue to maintain and abandon the one they no longer want to maintain (such as deleting one of two AI, if normally only able to have one).