Smuggler CR 1
Speed 30 ft.
Melee rapier +1 (1d6/18–20)
Ranged mwk hand crossbow +3 (1d4/19–20)
Special Attacks sneak attack +1d6
Str 10, Dex 12, Con 13, Int 14, Wis 10, Cha 15
Base Atk +1; CMB +1; CMD 12
Feats Deceitful, Persuasive
Skills Appraise +7, Bluff +9, Diplomacy +9, Disguise +4, Handle Animal +4, Intimidate +9, Knowledge (local) +7, Linguistics +7, Perception +5, Perform (dance) +7, Profession (smuggler) +5, Sense Motive +5, Sleight of Hand +6
Languages Common, Dwarven, Goblin, +2 additional
SQ rogue talents (rogue crawl), trapfinding +1
Gear masterwork leather armor, masterwork hand crossbow with 10 bolts, rapier, forger’s kit.
For a price, these criminals provide all the greased palms and forged papers needed to move anything: drugs, magic items, poisons, and even people. Some call them scum, but the smugglers see themselves as simple businessfolk, providing a valuable service to the community. These ne’er-do-wells seize every opportunity, and more than one client has been jumped thugs.