Few fully grasp the tremendous paradigm shift heralded by the genesis of AI; for the first time in history machines operate as intellectual equals rather than simple tools. Although understanding the wired consciousness is difficult, skilled individuals known as Technopaths have learned to harness the networks of artificial thought all around them to enhance their abilities and awareness.
Technopathy (Su): A technopath gains the Mind and Technomancy spheres as bonus magic talents at 1st level and gains Program Puppeteer as a bonus feat. This replaces Mental Powers.
Technological Insight (Ex): A technopath is well-versed in the functions of machinery, and gains a bonus on Knowledge (Engineering) checks and Craft (mechanical) checks equal to ½ his level. This ability replaces ESP
Machinist’s Psionics:
A technopath gains the following psionics at the listed levels
- Fluid Assets: At 1st level, a technopath may have any sprites they have created transfer to any eligible targets within range as an immediate action. The sprites can still act normally after being transferred in this way.
This replaces telekinetic manipulation.
- Optimize: At 6th level, the technopath can cause a piece of equipment to grant a +2 insight bonus on attack rolls and damage rolls to any attacks made with it and to increase any bonuses it grants to AC and saving throws by 2. The technopath may affect an additional target at 9th level and every 3 levels thereafter, to a maximum of 5 targets at 18th level.
This replaces telekinetic edge.
- Cybernetic Network: At 11th level, the technopath can interlink the senses of himself and other creatures around him. All allies within 60 feet of the technopath share any of the following abilities that the technopath possesses: Evasion, uncanny dodge, improved uncanny dodge, and improved evasion.
This replaces psionic fortress.
- Omnilink: At 16th level, the technopath can tap into the minds and senses of a vast number of entities to triangulate the positions of everything in his environment. The technopath becomes aware of everything within medium range as if he had touchsight out to that range (as per the Advanced Alternate Divination advanced talent from the Divination sphere). He is also considered to have line of sight and line of effect on anything that he perceives with this ability.
At 18th level and every 2 levels thereafter, the technopath can choose to grant this ability to one additional ally that he can perceive.
This replaces telekinetic colossus.
Countermeasures (Ex): At 3rd level, a technopath gains a +1 bonus on saving throws against technological effects and a +1 dodge bonus to AC against attacks from technological weapons and constructs. These bonuses increase by +1 every three symbiat levels thereafter.
This ability replaces Danger Sense and Pushed Movement.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book








