Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Primal Innate Spells
DC 17; Cantrips (1st) prestidigitation
Ability
Sneak Attack
The jinkin deals 1d6 extra precision damage to flat-footed creatures.
Ability
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.
Offense
Melee
Circumstance: combat round (melee)
shortsword +9 [+5/+1] (agile, finesse, magical, versatile S), Damage 1d6-2 piercing
Trait
Fey
Creatures of the First World are called the fey.
Trait
Gremlin
Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.
Item
shortsword
Language
Undercommon
Perception
darkvision
Weakness
cold iron 2