Tinker
Tinkers create amazing  devices by harnessing elemental or psionic powers.

Alternative Names: Inventor, Mechanic, Engineer, Sapper, Techsmith, Technician

Alignment: Any.

Races: Must have Air, Fire, Force, Light, Water, or None (psionic) tendencies.

Power Source: Elemental or Psionic

HP: T5 S6 M7 L8 H9 + Con

Key Abilities: Intelligence, Dexterity, Constitution

Defensive Bonus: +1 Fortitude, +1 Reflex

General Class Skills (7 + Int): Appraise (Int), Concentration (Con),  Decipher Script (Int), Disable Device (Dex), Forgery (Int), Gather Information (Cha), Open Lock (Dex), Ride (Dex), Search (Int), Sleight of Hand (Dex), Tumble (Dex), Use Magic Device (Cha), Use Technological Device (Int)

Knowledge Class Skills (6 + Int): Craft (all except tattoo) (Int), Knowledge (arcana, a&e, mathematics) (Int) , Profession (all) (Wis)

Weapon and Armor Proficiencies: Brass knuckles, gauntlet, hook, all one hand weapons (except sai and whip), two-hand swrod, mace, hammer, flail, all thrown weapons (except lasso), and all shooting weapons (except bows). Light, med-light, and medium armor. All shields (except tower).

Crafting: They have the ability to craft technological items. They gain Craft (technological item) as a special class skill.

Rival Class: Druid.