Smuggler (Fighter 1b, Thief 3, HD 0) – d4 HD DEX, CHA


Smugglers have a range of unique skills associated with their profession that make them very handy companions in adventures. A smuggler will usually have to forfeit a portion of his earnings to a Syndicate Guild from the character’s local town.  In return, he receives protection, information, and mercantile opportunities between adventures.

Smugglers are trained combatants, although not as skilled as fighters. At first level, smugglers hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every four levels of experience. Because of their need for stealth and quick escapes, smugglers cannot wear armor heavier than leather, and cannot use shields or exclusively two-handed melee weapons such as great axes or polearms. They may use any missile weapons and any one-handed melee weapons. They may fight with a one-handed weapon in each hand, or wielding a one-handed weapon with two hands.

A smuggler develops an underground network of contacts, fences, and peddlers through their travels. Whenever smugglers buy and sell equipment, hire retainers, and engage in mercantile ventures in a market they have previously visited, they treat the market as if it were one market class larger than its actual size. (Class I markets remain Class I markets.)


Smugglers are savvy bargainers who get the best deals available for goods, services, and information. Any items the venture purchases cost 10% less than the listed price and any items he sells go for 10% more than the listed price (as per the Bargaining proficiency). If trading with another merchant, or a character with the Bargaining proficiency, the opposed bargainers should

make reaction rolls. Whichever character scores the higher result gets the discount. A smuggler may select Bargaining proficiency to improve his skills. Each time the proficiency is selected, the character receives a +2 bonus on his reaction roll when negotiating with other bargainers.


Smugglers are experts in reading languages. On a proficiency throw of 5+ on 1d20, the smuggler can decipher a document (including ciphers, treasure maps, and dead languages, but not magical writings). If the roll does not succeed, the smuggler may not try to read that particular piece of writing until he reaches a higher level of experience.


Smugglers often need to enter markets with their cargo unseen.  They may move silently, hide in shadows as a thief of equal level. 


Smugglers may hear noises as a thief of equal level and are always on the Lookout for danger and discovery.  They gain advantage to any proficiency throws to hear noises and detect secret doors (this does not apply to hijinks). A smuggler can notice secret doors with just casual observation with a proficiency throw of 18+. He gains a +1 bonus to avoid surprise.


Smugglers have learned to fast talk their way out of trouble using quick wits and a silver tongue to confound, confuse and charm those they meet.  The character gains a +2 bonus to reaction rolls with creatures he speaks to. If this bonus results in a total of 12 or more, the subjects act as if charmed while in his presence. They will believe the words of the smuggler, even in spite of evidence to the contrary (e.g., ‘Are you going to believe me or your own eyes?’).  Creatures with a WIS greater than the character’s CHA are immune to this power (and the character will know they are immune).  This effect only lasts for a number of turns equal to the smuggler’s level/2 (round up).  After that time, the charmed individual(s) will realize they have been duped and all future interactions with that individual will be at -2 to reaction rolls.


Smugglers are masters at using bribery to get what they want.  Offering a bribe permits an additional reaction roll during encounters, with the throw modified by the size of the bribe. As a general rule, a bribe equal to one day’s pay for the target provides a +1 bonus, a week’s pay provides a +2 bonus, and a month’s pay provides a +3 bonus. Only one bribe can be attempted per target in any given situation.


A smuggler is also skilled at evasion, quickly moving their goods from the road to avoid discovery.  In any terrain except clear and grassland terrain, the character’s party receives a 5 bonus to proficiency throws to evade. A party guided by the character can evade wilderness encounters even when surprised on a skill roll of 19.  A smuggler also gets a +2 bonus to smuggling hijinks.


When a Smuggler attains 9th level (Master Smuggler), he can establish a hideout, and 2d6 smuggler apprentices of 1st level will come to work with the character. If hired, they must be paid standard rates for ruffians. A successful character might use these followers to start a syndicate. Additional rules for hideouts are detailed in the Campaign chapter.


Proficiency List: Acrobatics, Ambushing, Arcane Dabbling, Bargaining, Climbing, Combat Reflexes, Combat Trickery (disarm, incapacitate), Command, Gambling, Intimidation, Language, Leadership, Lip Reading, Magical Engineering, Mapping, Mountaineering, Navigation, Passing Without Trace, Precise Shooting, Profession, Riding, Running, Seafaring, Signaling, Skirmishing, Swashbuckling, Weapon Finesse





Hit Dice





1d4 (6)





2d4 (9)





3d4 (12)





4d4 (15)





5d4 (18)





6d4 (21)





7d4 (24)





8d4 (27)



Master Smuggler


9d4 (30)



Master Smuggler 10th level


9d4+2 (32)



Master Smuggler 11th level


9d4+4 (34)



Master Smuggler  12th level


9d4+6 (36)



Master Smuggler 13th level


9d4+8 (38)










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