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Post by The Hive Mind on Thu May 15, 2014 1:54 pm

Since the fall of most of Eredane to the troops of the Shadow, the movement of magical and martial equipment between the remaining forces of good has been severely restricted. Legates and orc patrols enslave or kill those found carrying such contraband, so the price for its transport can be very high indeed. This is where the smuggler becomes invaluable. He has established contacts along his familiar routes and knows when and where to hide his illegal cargo to avoid being detected by patrols. The smuggler is a useful, if elusive, ally in the war against the Night Kings and their foul master, and gaining one’s trust can be the difference between life and death in this titanic struggle.

Hit Die: d6.

SMUGGLER.. Pzo85010


Skills: Bluff 8 ranks, Forgery 5 ranks, Gather Information 8 ranks, Hide 5 ranks.
Feats: Friendly Agent.

Class Level /Base Attack Bonus / Fort Save / Ref Save / Will Save / Special
1st ----------------+0 ------------+0 --------+2 --------+2 -----Smuggler's trade +2
2nd ----------------+1 ------------+1 --------+3 --------+3 -----Dominant will +2
3rd ----------------+2 ------------+1 --------+3 --------+3 -----Smuggler's trade +4, mystifying speech 1/day
4th ----------------+3 ------------+1 --------+4 --------+4 -----Information network (take 10)
5th ----------------+3 ------------+2 --------+4 --------+4 -----Smuggler's trade +6, disguise contraband
6th ----------------+4 ------------+2 --------+5 --------+5 -----Dominant will +4
7th ----------------+5 ------------+2 --------+5 --------+5 -----Smuggler's trade +8, mystifying speech 2/day
8th ----------------+6 ------------+3 --------+6 --------+6 -----Information network (take 20)
9th ----------------+6 ------------+3 --------+6 --------+6 -----Smuggler's trade +10
10th ---------------+7 ------------+3 --------+7 --------+7 -----Slippery mind, disguise contraband

Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at Each Level: 8 + Int modifier.

Class Features

Weapon and Armor Proficiency: Smugglers gain no proficiency with weapons or armor.

Smuggler's Trade (Ex): The smuggler learns that the art of lying is as necessary to his work as swordplay is to his hired guards. His skills in this area grow as he has to perpetrate one smuggling job after another, granting him the listed bonus to all Bluff, Disguise, Forgery, and Gather Information checks when involved in smuggling operations. In addition, he may always take 10 on these skill checks under any circumstances.

Dominant Will (Ex): A legate's zone of truth spell or the hot end of a torturer's iron can both spell doom for a smuggler and his illicit cargo. Smugglers learn to control their minds so that they can almost convince themselves of their own lies as well as resist magic that would cause them to betray their cause. As a result of this practice and training, the smuggler gains the listed bonus as an insight bonus on Will saving throws against magical detection, compulsion spells, lie detection spells, and any effects or attacks that would cause him to betray his cause. This bonus only comes into play when the smuggler is engaged in a smuggling or similarly clandestine operations, and only when the failure would cause the smuggler to reveal his activities, allies, or secrets. For instance, the bonus would apply to a legate casting a compulsion spell forcing the smuggler to reveal the names of all his contacts, but would not apply to the same spell if cast in combat to get the smuggler to defend the legate, restrain his allies, surrender, etc.

Mystifying Speech (Sp): Once per day at 3rd level, the smuggler can talk his way out of almost any situation. By taking his target's attention away from his illegal activities and spinning a verbal web of deceptive and misleading statements, the smuggler can cause them to forget what they have seen or even change specific details they recall. This ability works exactly like the modify memory with a caster level equal to the smuggler's class level, except that it can affect up to one target per class level. All targets must be within 10 feet of the smuggler and giving him their attention to be affected. The Will save DC to resist this ability is 10 + the smuggler's Charisma modifier.

At 7th level, the smuggler may perform this verbal trick twice per day.

This is a spell-like, mind-affecting, language-dependent ability.

Information Network (Ex): Beginning at 4th level, whenever the smuggler enters a new city, settlement, or other definitive area, he is able to learn the latest gossip in very little time thanks to his widespread network of informants. Given one hour he is able to find out the local happenings as if he had taken 10 on a Gather Information check. At 8th level this ability functions as if the smuggler had taken 20 on the check.

Disguise Contraband (Su): At 5th level, the smuggler learns how to stow illegal materials in such a way that defies divination and detection spells and abilities. This ability works just like the misdirection spell except the smuggler can hide up to one cubic foot of creatures or materials per level for up to one hour per level, no matter the quantity or amount of any specific objects. This ability also hides magical auras from the tracking ability of an astirax. All of the affected materials must be within the same cube and must be hidden at the same time.

At 10th level, the smuggler can divide up the hidden creatures or materials any way he likes and may hide materials in different places and at different times throughout the day.

Slippery Mind (Ex): At 10th level, the smuggler gains the extraordinary ability to shrug off magical compulsions. If the smuggler is affected by an enchantment and fails his saving throw, one round later he can attempt is saving throw again. He only gets this one extra chance to succeed at his saving throw. If it fails as well, the spell's effects proceed normally. Unlike the dominant will ability, this ability applies to all enchantment effects, regardless of whether or not the smuggler's secrets are at risk.
The Hive Mind
The Hive Mind

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