Species Traits
Gremlins have the following traits:
Disassemble Device (Ex): When making a Disable Device check, a gremlin completely disassembles the device if the check result is 5 or more higher than the DC of the skill check. Reassembling the device requires a successful Repair check against a DC equal to the gremlin's Disable Device check result.
Mystic Aid (Su): When a gremlin aids another gremlin with a Disable Device check, the aid another attempt succeeds automatically, granting a +2 bonus to the check. The gremlin providing the aid must be adjacent to the gremlin performing the check.
Spell-like Abilities: 1/day-degauss, haywire, machine invisibility (DC 13), power device. Caster level 1st.
Low-Light Vision (Ex): Gremlins can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Jury-Rigged Repair: Gremlins may only use the Repair skill to jury-rig.
Skill Bonuses: Gremlins gain a +4 species bonus on Demolition and Disable Device skill checks.
Gremlin: CR 1/6; Diminutive fey; HD 1/8d6-1; hp 1; Mas 9; Init +4; Spd 5 ft., fly 30 ft. (good); Defense 18, touch 18, flatfooted 14 (+4 size, +4 Dex); BAB +0; Grap -17; Atk -1 melee (1, claw or tiny wrench); Full Atk -1 melee (1, claw or tiny wrench) or +8 ranged; FS 1 ft. by 1 ft.; Reach 0 ft.; SQ disassemble device, mystic aid, spell-like abilities, low-light vision, jury-rigged repair; AL none; SV Fort -1, Ref +4, Will +4; AP 0; Rep +0; Str 1, Dex 18, Con 9, Int 14, Wis 14, Cha 10.
Skills: Computer Use +6, Craft (electronic) +6, Craft (mechanical) +6, Disable Device +12, Demolitions +10, Escape Artist +8, Hide +18, Listen +8, Move Silently +12, Repair +4, Spot +8, Tumble +8.
Feat: Alertness, Builder (electronic, mechanical), Simple Weapons Proficiency, Stealthy.
Advancement: None.