Clockworkers

The citizens of Skordictil deal with clockwork on a daily basis; they are part of most aspects of their lives, and as such they develop a special talent for dealing with clockwork devices.

Prerequisities: you must be a gnome, halfling, or human from Skordictil;

3rd Level: +2 cultural bonus to Intelligence checks to use clockwork devices; +1 cultural bonus to Reflex defense, this increases to +2 at 9th level; you can take 10 on any Intelligence check to use a clockwork device except combat actions

6th Level: +2 cultural bonus to Intelligence checks to use clockwork devices; bonus feat: Skill Training (Thievery), if you already have this feat, gain the Skill Focus (Thievery) feat, if you already have both of these, you gain nothing;

9th Level: +2 cultural bonus to Intelligence checks to use clockwork devices; Quick Wind: at-will; minor action; you are able to quickly wind any clockwork device, you do not have to make an Intelligence check, the clockwork device in question works normally until the end of your next turn

This culture is still undeveloped for the APGS. The above rules apply to 4th edition and give a pretty good idea of what the rules for the culture will be like.