Bestiary 2 | Monsters | Gremlin | Jinkin | Special Abilities | Tinker
A group of six jinkins working together over the course of an hour can create an effect identical to
bestow curse on any living creature. This effect functions at CL 6th and has a range of 60 feet, and the target creature must be either willing or
helpless (but still gets a saving throw to resist). The save is DC 14 + the Charisma modifier of the jinkin with the highest Charisma score (DC 16 for most groups of jinkins). Alternatively, the group of jinkins can attempt to infuse a
magic item with a
curse. The nature of this
curse is determined randomly; half of these curses make the
magic item unreliable (each time the item is used, there is a 20% chance it does not function), while the other half give the item a random requirement. A jinkin can take part in a tinkering only once per day, and may only
tinker with a creature or object that isn't already cursed. Once a tinkering
curse is in place, it is permanent until removed via an effect like
remove curse. All jinkin tinkerings function as a
curse created by a 6th-level caster.