Fixers are the super-mechanics that keep the new technological world running. Not mere mechanics, the true fixers have developed a knowledge of machines rivaled by absolutely none. They are the ones that can take a pile of spare parts and turn it into almost anything they desire. Their skills are matched only by the nearly-supernatural abilities they have developed to help them in their work.
Abilities: Intelligence is of the utmost importance for fixers. In order to gain levels in Fixer, a character must have an Int of at least 14. A high Dex is important for some delicate work, and Wis for some skills and abilities, but neither are required.
Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Disable Device (Int), Knowledge: all skills (Int), Navigate (Land, Air, and Sea) (Int), Repair (Int), Open Lock (Dex), Pilot (Dex), Profession (Wis), Radio (Int), Read/Write Language (NA) Ride (Dex), Speak Language (NA)
All of the following are class features of the fixer:Weapon and Armor Proficiency: Fixers are proficient in light armor and simple weapons. These are mechanics, not fighters.
Machine Head: At first level, the fixer has an innate rapport with machines. Anything that can be done with a machine, the fixer finds just a little easier than most. Things that should not be possible with a machine might be possible for a fixer. The fixer receives a +4 bonus to any roll to interact with a machine, whether it is to assemble, repair, or operate. This bonus does not count for using weapons; this is a bonus to use the machine, not to aim with it. Fixers are never intimidated by machines, and will gain these bonuses even with technology that is completely alien to them.
Object Empathy: At fourth level, the fixer's rapport with machines begins to pass simply the knowledge of the object's present state, but can also determine the machine's function. By spending 2D6 x 10 minutes studying the machine and making a Wis check, the fixer will discern the object's purpose and exactly how to use it. If successful, the fixer will not incur any penalties when attempting to use to object. The DC is 15 for simple objects with no moving parts. 20 for simple objects with moving parts. 25 for complex objects. 30 for objects completely alien.
Object Empathy II: At eighth level, the fixer's Object Empathy extends to form as well as function. On a successful Object Empathy roll, the fixer may repair objects with no penalty, in addition to using them.
Object Sense: At twelfth level, the fixer develops a keen awareness of machines around him. He will immediately detect any surveilance equipment that is spying on him, whether he is the intended target or not, he can never be surprised by anyone using a machine to target him (guns, vehicles, etc.), and he receives a +4 AC bonus against any attack that comes from a machine (again -- guns, vehicles, etc.). He will never be surprised by a mechanical trap.
Object Sense II: At sixteenth level, the fixer's senses attune to machines to the point that he cannot be surprised by machines. The fixer automatically succeeds any saving throw caused by a machine, including mechanical traps. Additionally, the fixer cannot be surprised or otherwise be caught flat-footed by any attack from a machine or a machine-wielding attacker (again, this includes guns).
Machine Command: At twentieth level, the fixer gains the amazing ability to actually command machines through the force of will alone. The fixer can operate any machine within 50 feet, as long as the machine does not require physical movement to be activated (that is, generally only electronic devices -- such as ray guns -- not purely mechanical ones -- such as a revolver).
Bonus Feats: On other levels, the fixer receives a bonus feat, to be chosen from the following list: Alertness, Builder, Cautious, Defensive Martial Arts, Dodge, Educated, Lightning Reflexes, Run, Skill Focus, or any Equipment feat. Skill Focus is the most common among fixers, but some spend their time learning some arts useful for their own defense instead.