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.
The smuggler is an archetype of the rogue class.
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.
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.
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 replaces Evasion.
*Editor’s note: The ability type was omitted from the smuggler’s ability descriptions, but all three appear to be Extraordinary abilities (Ex). GM’s are encouraged to treat these abilities as such.