Tinkerer
Requirements:
Race: Gnome
Knowledge (architecture and engineering): 2 ranks
Profession (any one): 2 ranks
Craft (any two): 2 ranks each
Disable Device: 2 ranks
Spellcraft: 2 ranks
Open Lock: 2 ranks
Feats:
1 metamagic
1 item creation
2 fighter list
All skills are class skills for the tinkerer.
Skill points per level:
8+Int modifier
Base
Attack Fort. Ref. Will Spells per day
Level Bonus Save Save Save Special 0 1 2 3 4 5
1 +0 +0 +2 +2 I'll try, I knew that 2
2 +1 +0 +3 +3 Sneak Attack +1d6 3 1
3 +2 +1 +3 +3 Bonus Language, I'll try +1 4 2
4 +3 +1 +4 +4 Sneak Attack +2d6 4 2 1
5 +3 +1 +4 +4 Smoke and Mirrors 4 3 2
6 +4 +2 +5 +5 Sneak Attack +3d6 4 3 2 1
7 +5 +2 +5 +5 I'll try+2, My prediction 4 3 3 2
8 +6 +2 +6 +6 Sneak Attack +4d6 4 4 3 2 1
9 +6 +3 +6 +6 I'll try +3 4 4 3 3 2
10 +7 +3 +7 +7 Sneak Attack +5d6, Lucky Break 4 4 4 3 2 1
I'll try: The tinkerer can use all skills untrained (with zero ranks) even trained only skills. The number added to this is a
bonus that the tinkerer receives for all untrained skill checks.
I knew that: The tinkerer gains the Bardic Knowledge special ability.
Sneak attack: same as Rogues'. Stacks with others.
Smoke and Mirrors: The tinkerer can use the cantrip Prestiditation at will.
My prediction: If the gnome has ten minutes to prepare, a course of action can be prepared to achieve a certain goal.
So long as the as individual follows this proscription, he gains a +1 competence bonus
to attacks, skills, and saves
Lucky break: The tinkerer may reroll one roll he has just made once per day. The second result must be taken.
Spellcasting: The tinkerer casts spells as a wizard, but can know spells from only one of the following schools:
illusion, abjuration, divination, necromancy, enchantment
May know universal also.