The blockade runner is skilled at smuggling cargo, people, or information across hostile borders and security checkpoints. Many still pilot boats, while others now captain airships, augurs, submersibles, or souped-up steam wagons. Most blockade runners own small nimble vehicles able to outrun patrols while others rely on guile or subterfuge to pass through security cordons. The runner’s allies consist of a handful of adventurous types that follow their leader based on loyalty and profit. Good aligned blockade runners may find work in the navy: helping refugees or supplying humanitarian aid in war zones. Neutral blockade runners are hired by spy rings, smuggling cartels, revolutionaries, and bonded carriers. Evil blockade runners may be involved in numerous illegal and amoral activities including kidnapping, slavery, poaching, narcotics, gun-running, or sabotage.
Class Skills: A blockade runner adds Bluff, Diplomacy, Disguise, Knowledge (local), and Linguistics to his list of class skills and removes Handle Animal, Heal, Knowledge (dungeoneering), Knowledge (nature), and Ride from his list of class skills.
When the blockade runner selects a creature type that is capable of humanoid social interaction as his favored enemy, his favored enemy bonus against the chosen creature type also applies to Diplomacy, Disguise, and Intimidate skill checks. However, when selecting creature types incapable of humanoid social interaction, such as animals, constructs, or oozes, the blockade runner’s favored enemy bonus is instead halved.
This ability is identical in all other ways to favored enemy, and supplements that ability.
The blockade runner adds his level to drive checks made to pilot a vehicle. This ability replaces wild empathy.
At 2nd level, a blockade runner gains a rogue talent. He gains an additional rogue talent for every four levels of blockade runner gained after 2nd level. Otherwise, this works as the rogue’s rogue talent ability.
This ability replaces the blockade runner’s combat style feats.
The blockade runner is an expert in smuggling cargo or personnel. While knowingly smuggling contraband with the blockade runner, or while being smuggled by the blockade runner, the blockade runner’s allies gain a circumstance bonus to all Bluff, Disguise, and Stealth skill checks made to aid in the smuggling attempt. This bonus is equal to one-half the blockade runner’s total bonus in that skill, and applies for as long as a blockade runner’s allies can either see or hear him. Also, the Survival DC to track a blockade runner and his allies while the blockade runner is attempting to hide his trail during a smuggling attempt (and thus moving at half speed) is increased by +10, instead of +5.
This ability replaces hunter’s bond.
Starting at 8th level, when determining the travel time between two destinations, and the area in between is one for which the blockade runner is familiar, his overland speed and that of his allies is considered to be one-and-a-half times faster than normal. Succeeding at a Diplomacy check to gather information on an area and its backroad routes beforehand is sufficient enough to consider the blockade runner familiar with the area. In addition, the random encounter chance to come upon humanoid patrols (such as border patrols, law-enforcement personnel, raiding parties, etc.) while traveling through a familiar area is lowered if the blockade runner wishes to avoid such encounters (GM’s discretion, typically lowered by 5-10%).
This ability replaces swift tracker.