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Creature Companions
The solitude of space can prove tough to bear for even the most hardened soloist. It’s no wonder, then, that across the entire galaxy, members of countless species take up creature companions ranging from show pets to emotional support animals to combat-ready mounts. Whether such a pairing is born of cultural tradition, lucky happenstance, or even reluctant necessity, few bonds are stronger.
Click here for the remaining rules on Creature Companions.
Glitch Gremlin Companions
Source
Tech Revolution pg. 34
See Magic Hack Gremlin Companion.
Glitch Gremlin
Levels 1-20
Tiny fey
Senses
low-light vision
Good Save
Will;
Bad Saves
Fort, Reflex
Speed
20 ft., climb 20 ft.
Melee Attack
bite (P) or jolt (E)
Space
2 1/2 ft.
Reach
0 ft.
Ability Modifiers
Dex, Int
Special Abilities
Jolt (Su)
Every 1d4 rounds, a glitch gremlin can channel an electrical blast as a ranged attack that targets EAC. This ray has a range increment of 30 feet.
Short Circuit (Su, 7th level)
A glitch gremlin that critically hits a creature with its bite or jolt attack can cause one computer, technological item, or weapon without the analog special property in the target’s possession to become broken for 1d4 rounds unless the target succeeds at a Will save (DC = 10 + the gremlin’s level). If the broken condition would have no effect on the item, the condition instead causes the weapon to have a 20% chance of malfunctioning each round it’s turned on and each time it’s activated. When an item malfunctions, it is deactivated, cannot be used until the beginning of the user’s next turn, and produces no effect (wasting the action used to operate it).
Tech Support (Ex)
While your glitch gremlin is adjacent to you or in your space, you gain a +2 morale bonus to Engineering checks to arm explosives and disable devices. You also gain this bonus to Computers checks to hack computers; disable modules and systems; and destroy modules and systems.