Smuggler Guide (Apath)
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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.
- 1 Class Information
- 2 Class Features
- 3 Table: Smuggler Guide
- 4 Summary of Changed Class Abilities
- 5 Feats
- 6 Variant Smuggler Guides
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.
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.
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.
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.
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
|Special||Spells per Day|
|1st||+1||+2||+2||+0||Cell defense +1, smuggling cell, swift traveler +10 ft.||—||—||—||—|
|3rd||+3||+3||+3||+1||Endurance, 1st favored community||—||—||—||—|
|5th||+5||+4||+4||+1||Cell defense +2||1||—||—||—|
|8th||+8/+3||+6||+6||+2||Grant Endurance, 2nd favored community||1||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||—|
|13th||+13/+8/+3||+8||+8||+4||3rd favored community, smuggling cell (move action)||3||2||1||0|
|15th||+15/+10/+5||+9||+9||+5||Cell defense +4||3||2||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
- Combat Style Feats (all)
- Hunter's Bond
- Quick Tracker
- Improved Quarry
- Master Hunter
The following feat is useful to smuggler guides.
- REDIRECT Improved Smuggler Cell (Apath)
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.
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