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Jinkin (PFS 2-00)Creature 1

Source Pathfinder Society Scenario #2-00: The King in Thorns
Perception +7 (darkvision)
Languages Undercommon
Skills Acrobatics +7, Crafting +5, Deception +5, Nature +5, Stealth +7, Thievery +7
Str -2, Dex +4, Con +0, Int +2, Wis +2, Cha +2

AC 17; Fort +6; Reflex +10; Will +7;
HP 19
Speed 30 feet
Weaknesses Coldiron 2

Shortsword One Action +9 (+5, +1) to hit (agile, finesse, magical, versatile s) 1d6-2 Piercing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Sneak Attack

The jinkin deals 1d6 extra precision damage to Flat-Footed creatures.

Tinker (curse, primal, transmutation)

A group of six jinkins can work together for an hour to imbue an item with a curse at a range of 60 feet. While this process is lengthy, it's also unobtrusive and can be performed while Hiding. Jinkins prefer to use this ability on magic items. The curse makes the item unreliable (DC 5 flat check or waste any action to Interact with or Activate the item), adds a bizarre requirement to use the item, or imparts some other curse of a similar caliber.

Primal Innate Spells (DC 17, +9 to hit)

Cantrips (1st Level): Prestidigitation

Jinkins are sadistic tinkers who steal and sabotage items and take great pride in their power to curse precious objects. They hold grudges and create convoluted plans for revenge whenever they feel slighted, such as when a creature dares to remove one of their curses. Rarely content to wreak simple mayhem, jinkins also take immense pleasure in torture and murder, though they prefer to lead victims into traps designed to capture or incapacitate rather than kill outright. Deep pits are favorites, since victims who survive the fall face a slow death from starvation and thirst. Jinkins enjoy gathering at the edge of pits to mock, tease, and torment.

Gremlins are cruel fey tricksters and saboteurs who have fully acclimated to life on the Material Plane, finding distinct niches for their inventive destructiveness. All gremlins delight in ruining or breaking things, whether it's something physical like a device or vehicle or something intangible such as an alliance or relationship. A gremlin's greatest joy is watching the collapse of complex creations, preferably after the lightest and slightest, carefully targeted push from the gremlin. Gremlins tend to denigrate, bully, or even slaughter their lesser kin, particularly mitflits, whom gremlins (and many others) derisively call "mites."



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


Creatures of the First World are called the fey.