TINKER

Masters of the road, tinkers have a knack for having just the right goods -- or at least managing to cobble together something good enough.

While not exactly martial in focus, tinkers have a scrappy ability to fight in a pinch. Most rely on improvised weapons, preferring to keep a low profile.


Hit Die: d6

Class Skills

Acrobatics, Appraise, Bluff, Diplomacy, Disguise, Knowledge (arcana), Knowledge (local), Sense Motive, Spellcraft, Survival, Use Magic Device

Skill Ranks per Level: 8


Lvl   BAB   F     R     W     Special                                                                  

1     +0    +2    +2    +2    Catch off-guard, discerning, scraps

2     +1    +3    +3    +3    Incognito, the sell

3     +1    +3    +3    +3    Evasion

4     +2    +4    +4    +4    Fine good

5     +2    +4    +4    +4    Uncanny dodge

6     +3    +5    +5    +5    Prescient, eye for artifice, surprising bauble

 

Weapon and Armor Proficiency: All simple weapons.


Catch off-guard: As the feat.


Discerning: Tinkers gain a bonus equal to 1/2 class level to Appraise (minimum 1).


 

Scraps

The tinker may keep a bag of miscellaneous goods of up to 50 gp per class level. This bag is filled by allocating cash to it, a process that requires 'down time' with access to goods (or a scrap heap).


At any point, the tinker may essentially 'buy' a mundane item, pulling it from the bag as a standard action triggering attacks of opportunity. The item cannot be masterwork, alchemical, a weapon, or armor.


If the item is not expended, with an hour of idle time to work, the tinker may render items back down, returning the value to the bag.


Finding appropriate scraps to fill the bag may require skill checks, depending on the area.

Note that if the tinker is robbed of his belongings or is otherwise separate from them, he cannot use this ability.


Incognito: Tinkers gain a bonus equal to 1/2 class level on Disguise.


The Sell: Tinkers gain a bonus equal to 1/2 class level on Bluff and Diplomacy.


Fine goods: The tinker may draw alchemical and masterwork goods out of his bag. The tinker may also draw light weapons and single projectiles from the bag; these may be silver, cold iron, and/or masterwork.


Prescient (Ex): The tinker adds Wis modifier to Dex for the purposes of AC (the total of which is capped by armor).


Eye for artifice: The tinker has learned the subtle signs and design of magical goods. He may identify the magical properties of magical items through Spellcraft as if he was using detect magic.

Surprising bauble: Once a week the tinker can use up cash and scraps (up to WBL limit) to 'discover' that some item he's acquired is actually an expendable magic item. The tinker immediately gets a general idea of what the item is and how it operates, though specifics require an application of Spellcraft.

If the tinker decides not to use the item, he can 'trade it away' and get 3/4 of his money back.

The bauble should at least have some potential use for the tinker (IE: not a one-shot skill bonus to Profession (hamster farmer)).

If the tinker wants to be creative and the DM is ok with it, he can ask for something seemingly useless (like aforementioned hamster farmer item), and gets an action point along with the item. He cannot trade the item away, however.