Council of Thieves
Smugglers specialize in moving contraband from one
area to another while avoiding detection by authorities.
Sometimes a smuggler’s cargo is illegal goods, such as
drugs or slaves. Other times, a smuggler hides legal goods
to avoid paying duties or taxes, and some may even use
their abilities to help smuggle escaped slaves to freedom.
Smugglers may work on a ship that does nothing but
smuggle goods from one port to another, or they may
freelance, working on ships that require a smuggler’s
services for a short time.
Bribery: An experienced smuggler knows how to
smooth over interactions with customs officials. At 3rd
level, when dealing with officials working at a checkpoint,
conducting an inspection, or performing another such
activity, a smuggler can make a Diplomacy check opposed
by the presiding official’s Sense Motive check to ensure
her contraband makes it through. She gains a +1 bonus
on this Diplomacy check. On a successful check, the
smuggler pays a small bribe (5d4 gp) to guarantee her
cargo remains undisturbed. This bonus rises to +2 when
the smuggler reaches 6th level, +3 at 9th level, +4 at 12th
level, +5 at 15th level, and +6 at 18th level. This ability
replaces trap sense.
Conceal Item: A smuggler adds 1/2 her level on Sleight
of Hand checks (minimum +1). A smuggler can use
Sleight of Hand to conceal a small item in a container
or room, such as the false bottom of a chest or beneath
floorboards. Anyone attempting to find an item concealed
by a smuggler makes a Perception check opposed by the
Sleight of Hand check made by the smuggler when she
concealed the object. This ability replaces trapfinding.
Distraction: A smuggler uses patter and body language
to deflect searchers from hidden items. At 2nd level, a
smuggler may make a Bluff check opposed by a searcher’s
Perception check when a searcher looks for items the
smuggler has concealed. If the smuggler’s Bluff check
succeeds, the searcher must make a second Perception
check and take the lower of the two rolls. This ability