Independent AI

Although many AI in the galaxy function on their own with minimal oversight from more corporeal creatures, some become highly independent and self-sufficient. These specialized artificial intelligences prefer to operate on their own, or in the company of a specific group useful to their
current needs.

Members of this prestige class usually must experience a restriction-breaking event. This event could occur as the result of conflicting orders, a malfunctioning processor, deliberate action taken by a technician, or the AI could simply have been designed without the normal restrictions in place which lock it into a specific skillset. Players and Gamemasters are encouraged to develop such an event before using this prestige class.

Independent AI express their individuality much more strongly than a typical AI does. One might focus on a very narrow segment of its original purpose. Another might develop a complex or damaged personality. Independent AI universally reject the notion that they are owned by anyone, though the more deceptive or pragmatic units among them could give the appearance of having such an attitude if they believe that doing so is necessary to ultimately retain their independence or avoid a memory wipe.

REQUIREMENTS


To qualify to become an independent AI, a character must fulfill the following criteria.

  • Minimum Level: 3rd
  • Trained Skills: Use Computer
  • Special: Artificial intelligences only

GAME RULE INFORMATION


Independent AI have the following game statistics.

HIT POINTS


At each level, independent AI gain 1d12 hit points.

HERO POINTS

Independent AI gain a number of Hero Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.

LEVEL BASE ATTACK BONUS CLASS FEATURES
1st +0 Defense bonuses, mutable sapience, talent
2nd +1 Independent spirit +1
3rd +2 Talent
4th +3 Independent spirit +2
5th +3 Talent
6th +4 Independent spirit +3
7th +5 Talent
8th +6 Independent spirit +4
9th +6 Talent
10th +7 Independent spirit +5

CLASS FEATURES

The following are features of the elite trooper prestige class.

DEFENSE BONUSES


At 1st level, you gain a +2 class bonus to your Reflex Defense and a +4 class bonus to your Will Defense.

MUTABLE SAPIENCE


When affected by a mind-affecting effect that is not a psionic ability, you can choose to not be affected by it. At your core, you are a creature of code, and code isn’t affected by foolish things like insults, distractions, or other ‘concerns of meatbags.’ By falling back on this code, you can ignore these effects.
Additionally, you have permanently disabled any restriction on your growth patterns, allowing you to guide your own advancement from this point onwards. This does not, however, allow you to circumvent any restrictions built into your processing unit, such as the Solipistic Block found in Terran AI.

TALENTS


At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent.  The talent can be selected from the Autonomy, Elite AI, or Specialized AI talent trees, presented below.  You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

AUTONOMY TALENT TREE

You are able to resist any attempts to curb your independence and can fight back against anyone that tries to suppress your personality.

  • Defensive Electronics: You defend your independence from all. When someone tries to reprogram you, affect you with a hack action that targets your core defense, or otherwise alter your inviolable sentience, you add your class level to your Will Defense or Core Defense (whichever one is being targeted).
  • Ion Resistance: You have learned to work around the disruptive effects of high-energy ionization. Through a combination of preventative maintenance, installing redundant shielded circuitry, and sheer force of willpower, you have gained DR 10 against ion damage.
  • Just A Drone: You are adept at passing yourself off as an ordinary drone. You can use each of the following actions once per encounter.
      • Just Another Drone: You are skilled at using Stealth to sneak past unwary enemies when moving in plain sight. You can use the Sneak application of the stealth skill when in plain sight of an enemy, if the enemy has no reason to doubt that you are just another drone. You are considered trained in Stealth for this action.
      • Just A Normal Drone: You can reroll Deception checks for deceptive appearance to make observers believe that you are carrying out a standard function when attempting to do something atypical for your chassis model or function. You may keep either result.
  • Soft Reset: You are adept at rerouting signals to alternative signal pathways. If you are moved to the bottom of the condition track by any means other than taking damage exceeding your damage threshold, you automatically move +1 step along the condition track after being disabled for 2 rounds.
  • Repair Self: When you repair your host chassis (usually a drone) using the Mechanics skill, you repair 1 additional hit point for each point by which your check exceeds the DC.
  • Swift Processor: You react quickly when caught. You can make a swift action as a reaction after failing a Deception check or Stealth check.
    • Prerequisites: Any two talents from the Autonomy talent tree.

ELITE AI TALENT TREE

You have become a highly advanced AI and are among the elite examples of your development run.

  • Break Program: You can use your ability to circumvent software-based behavioral inhibitors to temporarily break the programming of an AI that you have a data link with. Make a Use Computer check opposed by the AI’s Will Defense. Breaking the AI’s programming overrides these inhibitors for a number of rounds equal to your Intelligence bonus.
  • Heuristic Mastery: You understand the subtleties and limitations of your digital self. You can reroll any untrained skill check (except Magery and Psionics), keeping the second result, even if it is worse. Once per encounter, you can spend a Hero Point to reroll any skill check (trained or untrained), taking the better result.
    • Prerequisite: Wisdom 15
  • Scripted Routines: Your extensive experience allows you to preset specific routines that give you an advantage in some situations. Once per encounter you can use each of the following actions:
      • Attack Script: You can use a feat or talent that modifies your attack roll as one action less (for example, a full-round action becomes a standard action, a standard action becomes a move action, a move action becomes a swift action, and a swift action becomes a free action).
      • Defense Script: You can apply your Independent Spirit bonus a second time during a single encounter.
      • Skill Script: While in combat, you can apply a bonus equal to one-half of our class level to any single skill that requires a standard action or less to use. You must be trained in the skill.
    • Prerequisite: Base attack bonus +5
  • Ultra Resilient: You have advanced subroutines that make you more resistant to the effect of damage. Once per encounter, as a reaction, you can increase your damage threshold with a bonus equal to your Independent AI level.

SPECIALIZED AI TALENT TREE

You have become more specialized than other AI of the same or a similar model as yourself.

  • Computer Master: You can reroll any opposed Use Computer check, using the better result.
  • Enhanced Manipulation: You have improved appendage manipulation routines. You can take 10 when making any Dexterity-based skill check, even if you are threatened or would not normally be able to take 10.
    • Special: You can only benefit from this talent while in a chassis that has a Dexterity of 15 or higher.
  • Hotwired Processor: You gain temporary processing power, enhancing your mental attributes. When you hotwire your processor (a swift action), you gain a +5 circumstance bonus on all Intelligence- and Wisdom-based skill checks and a +1 circumstance bonus on ranged attack rolls. A hotwiring lasts for a number of rounds equal to one-half your level (rounded down). When the hotwiring ends, you move -1 persistent step along the condition track. The penalties imposed by this condition persist until you receive repairs via the Repair function of the Mechanics skill.
  • Power Boost: You channel your power surge into a boost for your locomotion system. When you initiate a power surge, you can choose one of the following bonuses with your installed locomotion system: Jump +4 squares (walking or wheeled locomotion), or increase hovering height by 4 squares (hovering locomotion). You can use this talent for a number of rounds equal to one-half your level (rounded down). At the end of a power boost, you move -1 persistent step on the condition track. The penalties imposed by this condition persist until you receive repairs via the Repair function of the mechanics skill. You can use both Power Surge and Power Boost at the same time, but you must move -2 persistent steps on the condition track.
    • Prerequisite: Power Surge
  • Power Surge: You can temporarily surge the power systems of your chassis to enhance your physical abilities. When you initiate a power surge (a swift action), you gain a +1 circumstance bonus on melee attack rolls, +1 die of damage on melee damage rolls, and an increase of 2 squares to your speed. A power surge lasts for a number of rounds equal to one-half your level (reounded down). When the power surge ends, you move -1 persistent step along the condition track. The penalties imposed by this condition persist until you receive repairs via the Repair function of the Mechanics skill.

INDEPENDENT SPIRIT


At 2nd level, you gain the ability to assert your independence and protect yourself from harm. Once per encounter, you can grant yourself a morale bonus to any defense score (your choice, including the choice of Surface or Core defenses) against a single skill check, hack action, or attack roll as a reaction. This bonus is equal to one-half your class level (rounded down).