Difference between revisions of "Smuggler Guide (Apath)"

From Action
Jump to navigation Jump to search
m (gendered male)
m (delete)
 
(17 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{Apath}}
+
{{delete}}
 
''Whenever people and goods are hindered from crossing a border, there are smugglers trying to bypass such control. The smuggler guide leads small groups of creatures through dangerous territory to their goal. This is useful to both freedom fighters and criminals, and the line is often hard to draw.''
 
''Whenever people and goods are hindered from crossing a border, there are smugglers trying to bypass such control. The smuggler guide leads small groups of creatures through dangerous territory to their goal. This is useful to both freedom fighters and criminals, and the line is often hard to draw.''
  
 
== Class Information ==
 
== Class Information ==
This is a [[Prestige Archetypes (Apath)|prestige archetype]]. The smuggler guide is a ranger focused on teamwork
+
This is a [[Prestige Archetypes (Apath)|prestige archetype]]. The smuggler guide is a ranger focused on teamwork.
 +
 
 +
'''Publisher:''' Purple Duck Games.
 +
 
 
'''Prestige Class: ''' [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/bellflower-tiller Bellflower tiller] from Pathfinder Campaign Setting: Paths of Prestige.   
 
'''Prestige Class: ''' [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/bellflower-tiller Bellflower tiller] from Pathfinder Campaign Setting: Paths of Prestige.   
  
 
'''Build Classes: ''' [http://www.d20pfsrd.com/classes/core-classes/ranger Ranger].   
 
'''Build Classes: ''' [http://www.d20pfsrd.com/classes/core-classes/ranger Ranger].   
  
'''Role:''' Smuggler guides lead small groups of travelers in the wilderness, keeping them hidden and protecting them from the danger.
+
'''Role:''' Smuggler guides lead small groups of travelers in the wilderness, keeping them hidden and protecting them from danger.
  
'''Alignment:''' Any. Smuggler guides are often chaotic loners, but some are part of organized networks.
+
'''Alignment:''' Any. Smuggler guides are often chaotic outsiders, but others are part of organized networks.
  
 
'''Hit Die:''' d10.
 
'''Hit Die:''' d10.
Line 42: Line 45:
 
The smuggler guide has the class features of the ranger, except as follows.
 
The smuggler guide has the class features of the ranger, except as follows.
  
=== Cell Defense (Ex) ===
+
=== Cell Defender (Ex) ===
A smuggler guide is dedicated to ensuring the safety and success of those he leads. The smuggler guide receives a +1 morale bonus on attack and damage rolls made against creatures that threaten members of his smuggling cell (see below). Whenever he uses the aid another action for a member of his smuggling cell, he adds the cell defense bonus to the normal +2 bonus of aid other.
+
A smuggler guide is dedicated to ensuring the safety and success of those he leads. The smuggler guide receives a +1 morale bonus on attack and damage rolls made against creatures that threaten or have attacked mem­bers of his smuggling cell (see below). Whenever he uses the aid another action for a member of his smuggling cell, he adds the cell defense bonus to the normal +2 bonus of aid other.  
  
At 5th level and every five levels thereafter, these bonuses increase by +1, to a maximum of +5 at 20th level. This replaces favored enemy.
+
At 5th level and every five levels thereafter, these bo­nuses increase by +1, to a maximum of +5 at 20th level.
  
 
=== Smuggling Cell (Ex) ===
 
=== Smuggling Cell (Ex) ===
Line 57: Line 60:
  
 
=== Swift Traveler (Ex) ===
 
=== Swift Traveler (Ex) ===
At 2nd level smuggler guide's base land speed is treated as being +10 feet faster when determining his overland travel speed while traveling long distances and while outside of combat. Members of his group may use either the smuggler guide's overland travel speed or their own, whichever is better.
+
At 2nd level smuggler guide's base land speed and that of the members of his smuggling cell is treated as being +10 feet faster when determining his overland travel speed while traveling long distances and while outside of combat.
  
 
At 10th level, the bonus to speed increases to +20 feet. This replaces track and quarry.
 
At 10th level, the bonus to speed increases to +20 feet. This replaces track and quarry.
Line 63: Line 66:
 
=== Teamwork Feat ===
 
=== Teamwork Feat ===
 
At 2nd level, and every 4 levels after level 2, a smuggler guide gains a bonus feat in addition to those gained from normal advancement. This bonus feat must be selected from those listed as teamwork feats, and the smuggler guide must meet the prerequisites of the selected bonus feat. Members of the smuggler guide's smuggling cell are treated as if they possessed the same teamwork feats as the smuggler guide for the purpose of determining whether the smuggler guide receives a bonus from his teamwork feats. His smuggling cell members do not receive any bonuses from these feats unless they actually possess or have been granted the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the smuggler guide to receive the listed bonus. This replaces all combat style feats.
 
At 2nd level, and every 4 levels after level 2, a smuggler guide gains a bonus feat in addition to those gained from normal advancement. This bonus feat must be selected from those listed as teamwork feats, and the smuggler guide must meet the prerequisites of the selected bonus feat. Members of the smuggler guide's smuggling cell are treated as if they possessed the same teamwork feats as the smuggler guide for the purpose of determining whether the smuggler guide receives a bonus from his teamwork feats. His smuggling cell members do not receive any bonuses from these feats unless they actually possess or have been granted the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the smuggler guide to receive the listed bonus. This replaces all combat style feats.
 +
 +
=== Favored Community (Ex) ===
 +
At 3rd level, a smuggler guide grows familiar with and develops trusted contacts in a particular community. While inside the limits of this area, he gains a +2 bonus on initiative checks and Diplomacy, Knowledge (local), Perception, Stealth, and Survival checks. Any ally designated as part of the group receives a bonus on these skills equal to half the smuggler’s bonus. A smuggler traveling through his favored com­munity leaves no trail and cannot be tracked (although he may leave a trail if she so desires).
 +
 +
Provided he isn’t in immediate danger (such as flee­ing from pursuers right on his heels), a smuggler guide can always find a safe place for him and members of his group to rest in his chosen community At such a loca­tion, he and his allies are fed, clothed, and provided with basic medical attention (attended by a person with a Heal bonus of +10).
 +
 +
At 8th level the bonus provided increases to +4. At 8th level and every five levels thereafter, the smug­gler guide may select an additional community in which to receive these bonuses.
 +
 +
For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are considered part of a community.
  
 
=== Hunter's Bond (Ex)  ===
 
=== Hunter's Bond (Ex)  ===
Line 69: Line 81:
 
If the smuggler guide forms a bond with his companions, this bond applies to members of his smuggling cell and lasts as long as they remain members of the cell, granting them his cell defense bonus.
 
If the smuggler guide forms a bond with his companions, this bond applies to members of his smuggling cell and lasts as long as they remain members of the cell, granting them his cell defense bonus.
  
If the smuggler guide chooses an animal companion, it shares his cell defense and favored terrain bonuses and is always a member of his smuggling cell without counting against the size limit and despite language barriers.
+
If the smuggler guide chooses an animal companion, it shares his cell defense and favored community bonuses and is always a member of his smuggling cell without counting against the size limit and despite language barriers.
  
 
=== Grant Endurance (Ex)  ===
 
=== Grant Endurance (Ex)  ===
Line 82: Line 94:
 
== Table: Smuggler Guide ==
 
== Table: Smuggler Guide ==
 
{| class="wikitable"
 
{| class="wikitable"
|rowspan=2| '''Class<br>Level'''||rowspan=2| '''Base Attack<br>Bonus'''||rowspan=2| '''Fort<br>Save'''||rowspan=2| '''Ref<br>Save'''||rowspan=2| '''Will<br>Save'''||rowspan=2| '''Special'''||colspan=4 align="center" |'''Spells per Day'''
+
| rowspan="2" valign="bottom" | '''Class<br>Level'''|| rowspan="2" valign="bottom" | '''Base <br>Attack<br>Bonus'''|| rowspan="2" valign="bottom" | '''Fort<br>Save'''|| rowspan="2" valign="bottom" | '''Ref<br>Save'''|| rowspan="2" valign="bottom" | '''Will<br>Save'''|| rowspan="2" valign="bottom" | '''Special'''||colspan=4 align="center" |'''Spells per Day'''
 
|-
 
|-
 
| '''1'''||| '''2'''||| '''3'''||| '''4'''
 
| '''1'''||| '''2'''||| '''3'''||| '''4'''
Line 90: Line 102:
 
|valign="top"| 2nd ||valign="top"| +2 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +0 ||valign="top"| teamwork feat ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|valign="top"| 2nd ||valign="top"| +2 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +0 ||valign="top"| teamwork feat ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|-
|valign="top"| 3rd ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +1 ||valign="top"| Endurance, 1st favored terrain ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
|valign="top"| 3rd ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +3 ||valign="top"| +1 ||valign="top"| Endurance, 1st favored community ||valign="top"| — ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|-
 
|valign="top"| 4th ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| Hunter's bond ||valign="top"| 0 ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|valign="top"| 4th ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| Hunter's bond ||valign="top"| 0 ||valign="top"| — ||valign="top"| — ||valign="top"| —
Line 96: Line 108:
 
|valign="top"| 5th ||valign="top"| +5 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| Cell defense +2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|valign="top"| 5th ||valign="top"| +5 ||valign="top"| +4 ||valign="top"| +4 ||valign="top"| +1 ||valign="top"| Cell defense +2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|-
|valign="top"| 6th ||valign="top"| +6/+1 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| teamwork feat ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| —
+
|valign="top"| 6th ||valign="top"| +6/+1 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| Teamwork feat ||valign="top"| 1 ||valign="top"| — ||valign="top"| — ||valign="top"| —
 
|-
 
|-
 
|valign="top"| 7th ||valign="top"| +7/+2 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| Woodland stride ||valign="top"| 1 ||valign="top"| 0 ||valign="top"| — ||valign="top"| —
 
|valign="top"| 7th ||valign="top"| +7/+2 ||valign="top"| +5 ||valign="top"| +5 ||valign="top"| +2 ||valign="top"| Woodland stride ||valign="top"| 1 ||valign="top"| 0 ||valign="top"| — ||valign="top"| —
 
|-
 
|-
|valign="top"| 8th ||valign="top"| +8/+3 ||valign="top"| +6 ||valign="top"| +6 ||valign="top"| +2 ||valign="top"| Grant Endurance, 2nd favored terrain ||valign="top"| 1 ||valign="top"| 1 ||valign="top"| — ||valign="top"| —
+
|valign="top"| 8th ||valign="top"| +8/+3 ||valign="top"| +6 ||valign="top"| +6 ||valign="top"| +2 ||valign="top"| Grant Endurance, 2nd favored community ||valign="top"| 1 ||valign="top"| 1 ||valign="top"| — ||valign="top"| —
 
|-
 
|-
 
|valign="top"| 9th ||valign="top"| +9/+4 ||valign="top"| +6 ||valign="top"| +6 ||valign="top"| +3 ||valign="top"| Evasion ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| —
 
|valign="top"| 9th ||valign="top"| +9/+4 ||valign="top"| +6 ||valign="top"| +6 ||valign="top"| +3 ||valign="top"| Evasion ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| — ||valign="top"| —
Line 110: Line 122:
 
|valign="top"| 12th ||valign="top"| +12/+7/+2 ||valign="top"| +8 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| Camouflage ||valign="top"| 2 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| —
 
|valign="top"| 12th ||valign="top"| +12/+7/+2 ||valign="top"| +8 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| Camouflage ||valign="top"| 2 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| —
 
|-
 
|-
|valign="top"| 13th ||valign="top"| +13/+8/+3 ||valign="top"| +8 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| 3rd favored terrain, smuggling cell (move action) ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| 0
+
|valign="top"| 13th ||valign="top"| +13/+8/+3 ||valign="top"| +8 ||valign="top"| +8 ||valign="top"| +4 ||valign="top"| 3rd favored community, smuggling cell (move action) ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| 0
 
|-
 
|-
|valign="top"| 14th ||valign="top"| +14/+9/+4 ||valign="top"| +9 ||valign="top"| +9 ||valign="top"| +4 ||valign="top"| teamwork feat ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| 1
+
|valign="top"| 14th ||valign="top"| +14/+9/+4 ||valign="top"| +9 ||valign="top"| +9 ||valign="top"| +4 ||valign="top"| Teamwork feat ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1 ||valign="top"| 1
 
|-
 
|-
 
|valign="top"| 15th ||valign="top"| +15/+10/+5 ||valign="top"| +9 ||valign="top"| +9 ||valign="top"| +5 ||valign="top"| Cell defense +4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 2 ||valign="top"| 1
 
|valign="top"| 15th ||valign="top"| +15/+10/+5 ||valign="top"| +9 ||valign="top"| +9 ||valign="top"| +5 ||valign="top"| Cell defense +4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 2 ||valign="top"| 1
Line 120: Line 132:
 
|valign="top"| 17th ||valign="top"| +17/+12/+7/+2 ||valign="top"| +10 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| Smuggling cell (90 ft.), hide in plain sight ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1
 
|valign="top"| 17th ||valign="top"| +17/+12/+7/+2 ||valign="top"| +10 ||valign="top"| +10 ||valign="top"| +5 ||valign="top"| Smuggling cell (90 ft.), hide in plain sight ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 1
 
|-
 
|-
|valign="top"| 18th ||valign="top"| +18/+13/+8/+3 ||valign="top"| +11 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| 4th favored terrain, teamwork feat ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 2
+
|valign="top"| 18th ||valign="top"| +18/+13/+8/+3 ||valign="top"| +11 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| 4th favored community, teamwork feat ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 2 ||valign="top"| 2
 
|-
 
|-
 
|valign="top"| 19th ||valign="top"| +19/+14/+9/+4 ||valign="top"| +11 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| Grant woodland stride, smuggling cell (swift action) ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2
 
|valign="top"| 19th ||valign="top"| +19/+14/+9/+4 ||valign="top"| +11 ||valign="top"| +11 ||valign="top"| +6 ||valign="top"| Grant woodland stride, smuggling cell (swift action) ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3 ||valign="top"| 2
Line 126: Line 138:
 
|valign="top"| 20th ||valign="top"| +20/+15/+10/+5 ||valign="top"| +12 ||valign="top"| +12 ||valign="top"| +6 ||valign="top"| Cell defense +5, grant mastery  ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3
 
|valign="top"| 20th ||valign="top"| +20/+15/+10/+5 ||valign="top"| +12 ||valign="top"| +12 ||valign="top"| +6 ||valign="top"| Cell defense +5, grant mastery  ||valign="top"| 4 ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 3
 
|}
 
|}
 +
 
== Summary of Changed Class Abilities ==
 
== Summary of Changed Class Abilities ==
 
These abilities of the original class are lost or modified in this archetype:
 
These abilities of the original class are lost or modified in this archetype:
Line 138: Line 151:
 
* Improved Quarry
 
* Improved Quarry
 
* Master Hunter
 
* Master Hunter
 +
 +
== Feats ==
 +
The following feat is useful to smuggler guides.{{ : Improved Smuggler Cell }}
 +
 +
== Variant Smuggler Guides ==
 +
The favored community class feature assumes a rather civilized setting, where communities are large and plentiful. For a more wilderness-themed smuggler guide, use the rangers favored terrain ability rather than favored community. Remove the grant endurance class feature to make up the balance.
 +
<!-- OGL -->
 +
<noinclude>{{OGL}}</noinclude>

Latest revision as of 11:19, 6 November 2017

40px This page is scheduled for deletion. Please remove all links to this page (check "Backlinks" or "What links here" in the Toolbox).

Only orphaned pages will be deleted automatically!

Whenever people and goods are hindered from crossing a border, there are smugglers trying to bypass such control. The smuggler guide leads small groups of creatures through dangerous territory to their goal. This is useful to both freedom fighters and criminals, and the line is often hard to draw.

Class Information

This is a prestige archetype. The smuggler guide is a ranger focused on teamwork.

Publisher: Purple Duck Games.

Prestige Class: Bellflower tiller from Pathfinder Campaign Setting: Paths of Prestige.

Build Classes: Ranger.

Role: Smuggler guides lead small groups of travelers in the wilderness, keeping them hidden and protecting them from danger.

Alignment: Any. Smuggler guides are often chaotic outsiders, but others are part of organized networks.

Hit Die: d10.

Class Skills

The smuggler guide's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str)

Skill Ranks at Each Level: 6 + Int modifier.

Class Features

The smuggler guide has the class features of the ranger, except as follows.

Cell Defender (Ex)

A smuggler guide is dedicated to ensuring the safety and success of those he leads. The smuggler guide receives a +1 morale bonus on attack and damage rolls made against creatures that threaten or have attacked mem­bers of his smuggling cell (see below). Whenever he uses the aid another action for a member of his smuggling cell, he adds the cell defense bonus to the normal +2 bonus of aid other.

At 5th level and every five levels thereafter, these bo­nuses increase by +1, to a maximum of +5 at 20th level.

Smuggling Cell (Ex)

As a standard action, a smuggler guide may designate a number of allies up to 3 + his Wisdom modifier as part of his cell. Members of a group must remain within 30 feet of the smuggler guide in order to gain the benefits granted by a smuggler guide's other class abilities, detailed below; if they leave this range, the smuggler guide must designate these allies again for them to be included in his group.

When designating members for a smuggling cell, the smuggler guide can grant one teamwork feat he knows to all members of the newly-formed cell. Cell members do not need to meet the prerequisites of these bonus feats, and retain the bonus as long as they remain cell members. It is possible to re-form a smuggling cell just to change what teamwork feat it confers.

At 11th level, range increases to 60 feet. At level 13 designating members is a move action. At 17th level, range increases to 90 feet. At level 19, designating members is a swift action.

This replaces wild empathy.

Swift Traveler (Ex)

At 2nd level smuggler guide's base land speed and that of the members of his smuggling cell is treated as being +10 feet faster when determining his overland travel speed while traveling long distances and while outside of combat.

At 10th level, the bonus to speed increases to +20 feet. This replaces track and quarry.

Teamwork Feat

At 2nd level, and every 4 levels after level 2, a smuggler guide gains a bonus feat in addition to those gained from normal advancement. This bonus feat must be selected from those listed as teamwork feats, and the smuggler guide must meet the prerequisites of the selected bonus feat. Members of the smuggler guide's smuggling cell are treated as if they possessed the same teamwork feats as the smuggler guide for the purpose of determining whether the smuggler guide receives a bonus from his teamwork feats. His smuggling cell members do not receive any bonuses from these feats unless they actually possess or have been granted the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the smuggler guide to receive the listed bonus. This replaces all combat style feats.

Favored Community (Ex)

At 3rd level, a smuggler guide grows familiar with and develops trusted contacts in a particular community. While inside the limits of this area, he gains a +2 bonus on initiative checks and Diplomacy, Knowledge (local), Perception, Stealth, and Survival checks. Any ally designated as part of the group receives a bonus on these skills equal to half the smuggler’s bonus. A smuggler traveling through his favored com­munity leaves no trail and cannot be tracked (although he may leave a trail if she so desires).

Provided he isn’t in immediate danger (such as flee­ing from pursuers right on his heels), a smuggler guide can always find a safe place for him and members of his group to rest in his chosen community At such a loca­tion, he and his allies are fed, clothed, and provided with basic medical attention (attended by a person with a Heal bonus of +10).

At 8th level the bonus provided increases to +4. At 8th level and every five levels thereafter, the smug­gler guide may select an additional community in which to receive these bonuses.

For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are considered part of a community.

Hunter's Bond (Ex)

This is the same as the ranger ability except as noted below.

If the smuggler guide forms a bond with his companions, this bond applies to members of his smuggling cell and lasts as long as they remain members of the cell, granting them his cell defense bonus.

If the smuggler guide chooses an animal companion, it shares his cell defense and favored community bonuses and is always a member of his smuggling cell without counting against the size limit and despite language barriers.

Grant Endurance (Ex)

Beginning at 8th level, a smuggler guide grants the Endurance feat to all members of his smuggling cell. This replaces swift tracker.

Grant Woodland Stride (Ex)

Beginning at 19th level, a smuggler guide grants the woodland stride class feature to all members of his smuggling cell. This replaces improved quarry.

Grant Mastery

At 20th level the smuggling guide shares his evasion, improved evasion, and camouflage class features with his smuggling cell. This replaces master hunter.

Table: Smuggler Guide

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1 2 3 4
1st +1 +2 +2 +0 Cell defense +1, smuggling cell, swift traveler +10 ft.
2nd +2 +3 +3 +0 teamwork feat
3rd +3 +3 +3 +1 Endurance, 1st favored community
4th +4 +4 +4 +1 Hunter's bond 0
5th +5 +4 +4 +1 Cell defense +2 1
6th +6/+1 +5 +5 +2 Teamwork feat 1
7th +7/+2 +5 +5 +2 Woodland stride 1 0
8th +8/+3 +6 +6 +2 Grant Endurance, 2nd favored community 1 1
9th +9/+4 +6 +6 +3 Evasion 2 1
10th +10/+5 +7 +7 +3 Cell defense +3, teamwork feat 2 1 0
11th +11/+6/+1 +7 +7 +3 Smuggling cell (60 ft.), swift traveler +20 ft. 2 1 1
12th +12/+7/+2 +8 +8 +4 Camouflage 2 2 1
13th +13/+8/+3 +8 +8 +4 3rd favored community, smuggling cell (move action) 3 2 1 0
14th +14/+9/+4 +9 +9 +4 Teamwork feat 3 2 1 1
15th +15/+10/+5 +9 +9 +5 Cell defense +4 3 2 2 1
16th +16/+11/+6/+1 +10 +10 +5 Improved evasion 3 3 2 1
17th +17/+12/+7/+2 +10 +10 +5 Smuggling cell (90 ft.), hide in plain sight 4 3 2 1
18th +18/+13/+8/+3 +11 +11 +6 4th favored community, teamwork feat 4 3 2 2
19th +19/+14/+9/+4 +11 +11 +6 Grant woodland stride, smuggling cell (swift action) 4 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 Cell defense +5, grant mastery 4 4 3 3

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Class Skills
  • Favored Enemy (all)
  • Wild Empathy
  • Track
  • Combat Style Feats (all)
  • Hunter's Bond
  • Quarry
  • Quick Tracker
  • Improved Quarry
  • Master Hunter

Feats

The following feat is useful to smuggler guides.Improved Smuggler Cell

Variant Smuggler Guides

The favored community class feature assumes a rather civilized setting, where communities are large and plentiful. For a more wilderness-themed smuggler guide, use the rangers favored terrain ability rather than favored community. Remove the grant endurance class feature to make up the balance.

OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.