Smuggler
Smugglers specialize in the transportation and acquisitions of rare and illegal or unlicensed goods. Over the course of their careers they acquire many skills and abilities that aid them in their elusive services and the subsequent tangles and evasion of authorities.
Smugglers specialize in the transportation and acquisitions of rare and illegal or unlicensed goods. Over the course of their careers they acquire many skills and abilities that aid them in their elusive services and the subsequent tangles and evasion of authorities.
Playing a Smuggler
XP Cost: 4 Prerequisites: 14 CHA
Choosing this Archetype and paying its XP cost grants the following:
Training
Gain Training in Deception and 3 of the following Skills of your choice; Athletics, Acrobatics, Fine Motor, Stealth, Charm, Debate, Insight, Perception, Investigation, or Knowledge.
Gain Training in any 2 Melee, Ranged or Thrown Weapon Types of your choice.
You Can Read, Write and Sign the Language known as Shadow-Signs.
Equipment
Acquire a common or uncommon Suit of Light Armor of your choice.
Acquire 2 Common or Uncommon Weapons of your Choice.
Acquire a Treasure Hunter's Bundle.
Transportation Funds You are granted an amount of Funds equal to the Starting Funds you were granted during character creation that can only be used for the Purchase of a form of Transportation, such as a Vehicle, Vessel or Ship. The Transportation Fund can be used in combination with Starting Funds to purchase more expensive forms of Transportation.
Trait
Smuggler's Grin You gain Advantage on all Charm, Debate and Deception Skill Checks made to Avoid, Deter, Trick or Throw Off Authorities. You gain Advantage on Stealth Skill Rolls Made to Hide Objects in Secure locations or on your Person. You gain insider Knowledge of Trade and Transportation Laws in your Realm and gain Advantage on Knowledge skill rolls . You gain 1 Contact who has Access to the Dark Market.
Trait
Professional You gain +1 to your Training Bonus. You gain an additional +1 to skill rolls when you use an Attribute Resource Pool Point to Add a Destiny Die to a Skill Roll.
Traits and Abilities
Purchase with XP
Traits
Nimble
XP Cost: 2 Prerequisites: Smuggler
Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.
Expert Evasion
XP Cost: 2 Prerequisites: Smuggler, Nimble
When you Pass a Dexterity Saving Throw to reduce damage from a Spell, Ability or Effect to Half, you instead receive 1 quarter of the original damage dealt.
Strong Willed
XP Cost: 2 Prerequisites: Smuggler
Gain Training in Wisdom Saving Throws. You may now add your Training Bonus to Wisdom Saving Throws.
Mental Fortitude
XP Cost: 2 Prerequisites: Smuggler
Gain Training in Intellect Saving Throws. You may now add your Training Bonus to Intellect Saving Throws.
Emotional Awareness
XP Cost: 2 Prerequisites: Smuggler
Gain Training in Charisma Saving Throws. You may now add your Training Bonus to Charisma Saving Throws.
Basic Maneuvers
(Can be taken multiple times)
XP Cost : 1 Prerequisites : Smuggler
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier I Maneuvers of the chosen type.
Expert Maneuvers
(Can be taken multiple times)
XP Cost : 2 Prerequisites : Smuggler, Basic Maneuvers of the same type.
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier II Maneuvers of the chosen type.
Special Maneuvers
(Can be taken multiple times)
XP Cost : 3 Prerequisites : Smuggler, Expert Maneuvers of the same type.
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier III Maneuvers of the chosen type.
Haggler
XP Cost : 2 Prerequisites : Burglar
You gain advantage on Debate Skill Rolls made to negotiate price, cost or payment.
Appraiser
XP Cost : 2 Prerequisites : Burglar
You can accurately estimate the value of any mundane item or object via a successful DC 14 Knowledge Skill Roll. You gain a miscellaneous +2 to Knowledge Skill Rolls made to determine an item or object’s value.
High Ground
XP Cost : 1 Prerequisites : Smuggler
You gain +2 to Hit and +2 to Damage on Melee Attacks when you are 1 to 2 Meters above your target.
Light Armor Specialist
XP Cost : 2 Prerequisites : Smuggler
You gain an additional Bonus to your AC equal to ½ your DEX Modifier.
Natural Camouflage
XP Cost : 1 Prerequisites : Smuggler
You gain +2 to Stealth Checks made in high foliage environments, such as crop fields, forests, jungles, swamps and tall grass.
Urban Camouflage
XP Cost : 1 Prerequisites : Smuggler
You gain +2 to Stealth Checks made in urban environments, such as city streets, rooftops, alleys, building interiors and crowded areas.
Might Maneuver Expert
XP Cost : 2 Prerequisites : Smuggler
You reduce the Initial cost of all Tier I Might Maneuvers by ½.
Might Maneuver Veteran
XP Cost : 3 Prerequisites : Smuggler, Might Maneuver Expert
You reduce the Initial cost of all Tier II Might Maneuvers by ½.
Might Maneuver Specialist
XP Cost : 4 Prerequisites : Smuggler, Might Maneuver Veteran
You reduce the Initial cost of all Tier III Might Maneuvers by ½.
Stamina Maneuver Expert
XP Cost : 2 Prerequisites : Smuggler
You reduce the Initial cost of all Tier I Stamina Maneuvers by ½.
Stamina Maneuver Veteran
XP Cost : 3 Prerequisites : Smuggler, Stamina Maneuver Expert
You reduce the Initial cost of all Tier II Stamina Maneuvers by ½.
Stamina Maneuver Specialist
XP Cost : 4 Prerequisites : Smuggler, Stamina Maneuver Veteran
You reduce the Initial cost of all Tier III Stamina Maneuvers by ½.
Focus Maneuver Expert
XP Cost : 2 Prerequisites : Smuggler
You reduce the Initial cost of all Tier I Focus Maneuvers by ½.
Focus Maneuver Veteran
XP Cost : 3 Prerequisites : Smuggler, Focus Maneuver Expert
You reduce the Initial cost of all Tier II Focus Maneuvers by ½.
Focus Maneuver Specialist
XP Cost : 4 Prerequisites : Smuggler, Focus Maneuver Veteran
You reduce the Initial cost of all Tier III Focus Maneuvers by ½.
Nimble Evasion
XP Cost : 1 Prerequisites : Smuggler
Gain Training in DEX Saving Throws.
Agile Recovery
XP Cost : 2 Prerequisites : Smuggler
You may stand from a prone position using a Motion.
Lightning Reflexes
XP Cost : 1 Prerequisites : Smuggler
You gain +2 to your Initiative.
Relentless
XP Cost : 2 Prerequisites : Smuggler
You have one additional Reaction at your disposal.
Relentless II
XP Cost : 3 Prerequisites : Smuggler, Relentless
You have one additional Reaction at your disposal.
Relentless III
XP Cost : 4 Prerequisites : Smuggler, Relentless II
You have one additional Reaction at your disposal.
Efficient
XP Cost : 1 Prerequisites : Smuggler
You have one additional Motion at your disposal.
Efficient II
XP Cost : 2 Prerequisites : Smuggler, Efficient
You have one additional Motion at your disposal.
Efficient III
XP Cost : 3 Prerequisites : Smuggler, Efficient II
You have one additional Motion at your disposal.
Superior Focus
XP Cost : 2 Prerequisites : Smuggler
Increase your Maximum Focus by 2.
Abilities
Improvisor
XP Cost : 2 Prerequisites : Spy
You gain Advantage on all Deception Skill Rolls to maintain your cover while in a situationally appropriate disguise.
Resourceful Picker
XP Cost : 2 Prerequisites : Smuggler
You do not need lockpicks or tools to pick locks or disarm traps. You instead use anything and everything in your surroundings to aid you. You can use this ability while you are bound or restrained. You do not gain any other bonuses a kit tool would offer.
Agile Climber
XP Cost : 2 Prerequisites : Smuggler
You may use your Dexterity Modifier + Training for Athletics Skill Rolls to Climb down.
You may use the Average of your Strength and Dexterity Modifiers + Training for Athletics Skill Rolls to climb up.
Lay of the Land
XP Cost : 1 Prerequisites : Smuggler
You can use a 10 Minute Perception or Investigation Skill Check to Scout Out up to 100 Meters of Area. When you do so, you gain +2 on all Skill Checks made in that area for the next 12 Hours.
Quick Draw
XP Cost : 2 Prerequisites : Smuggler
You can Draw and Wield any non-Large Weapons in a worn Holster at no Action cost.
Dual Wielder
XP Cost : 2 Prerequisites : Smuggler
You gain +2 to your AC while you have a melee weapon held in two of your hands.
You gain an additional Melee Attack Action while you have a melee weapon held in two of your hands. The Additional Attack Action is always rolled with a -2 to Hit Modifier.
You gain an additional Ranged Attack Action while you have a Ranged weapon held in two of your hands. The Additional Attack Action is always rolled with a -2 to Hit Modifier.
Pincushion
XP Cost : 2 Prerequisites : Smuggler
Each additional Hit on the same target deals +1 Damage after the first Hit(Maximum of 10). The bonus damage expires after the round it was dealt.