Tinkerkin1
This stocky humanoid works fastidiously at the work table. It has a broad nose, pointed ears, and the thick red hair of a giant.

Tinkerkin (CR 5; XP 1,600)
LE Medium humanoid (giant)
Init +3; Senses low-light vision, scent; Perception +1
Defense
AC 18, touch 13, flat-footed 15
(+2 armor, +3 Dex, +3 natural)
hp 57 (6d8+30)
Fort +10, Ref +5, Will +3
Weakness curse of creation
Offense
Speed 30 ft.
Melee 2 claws +6 (1d4+2), bite +6 (1d6+2) or morningstar +6 (1d8+3), bite +1 (1d6+1)
Spell-Like Abilities (CL 6th; concentration +7)
At-will—comprehend languages, mending
3/day—minor creation, stone shape, wood shape
1/week—lesser geas (W-DC 15)
Statistics
Str 15, Dex 16, Con 20, Int 18, Wis 13, Cha 12
Base Atk +4; CMB +6; CMD 19
Feats Craft Magic Arms and Armor, Craft Wondrous Item, Master Craftsman (weapons)B, Skill Focus (Craft [weapons])
Skills Craft (armor) +13, Craft (weapons) +18, Craft (jewelry) +13, Diplomacy +7, Spellcraft +13, Survival +10; Racial Modifiers Spellcraft is a class skill
Languages Elven, Giant, Ignan, Old Porphyran
Ecology
Environment urban
Organization solitary
Treasure double
Special Abilities
Curse of Creation (Su) Each day a tinkerkin must either work on a project to create a magic item or seek contract with another to create a magic item. Each day that a tinkerkin is not able to work on a magic item or find a contract they must make a Will save DC (10 + number of days without work) or fall into a blood rage when refused work or prevented from working by another. The work of a tinkerkin must always be for another and must always be paid work. Their curse prevent them from creating things for themselves or from performing charity.

Though tinkerkin are only as tall as humans they have a heavy build and tend to trudge about then they move. Despite their bulk, they tend to be quite nimble and create weapons, armor, and jewelry of great artistry. Tinkerkin are incredibly proud of their work, and incredibly hurt when their labors are unappreciated. If a patron who receives their contracted piece does not show adequate pleasure with their piece, the tinkerkin may subject them to a lesser geas for the insult given.

Some tinkerkin are said to be master craftsman. They tend to have higher hit dice as well as access to additional spell-like abilities such as fabricate and limited wish to further their skill at item creation. Some master craftsman create intelligent jewel golems, while other are able to create magical potions, scrolls, or rods.

On Porphyra
Tinkerkin were created by the Elemental Lords from their giant followers to become artificers for the giant and zendiq forces on Porphyra. At the end of the NewGods war they began to create items and armaments for anyone that would pay for their creations, though many of the landed races view them with suspicion.