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.