Chapter 1 - Class - Character Kits - Other Kits
Smuggler
Note: This kit is taken from the book Skills and Powers.
Characters who earn a living by fencing questionable goods and moving
material about behind the backs of government officials are considered smugglers. They
are opportunists who have the right connections to guide stolen or suspicious property
about from place to place—at a considerable profit to themselves. Smugglers rarely steal
things themselves. They consider that much more risky than transporting the goods and
feigning ignorance about the goods’ origins. And they rarely keep materials they believe
stolen—better to move the objects on to another city. A few smugglers work as fences on
the side. Smugglers love the adventuring life because it gives them the opportunity to
travel and the chance to move goods. A smuggler might jump at the opportunity to delve
into a dungeon when the authorities are on the lookout for a matched set of emeralds he
has in his belt pouch.
Social ranks: Most smugglers come from the middle class. Roll 2d6 to determine
their rank.
2d6 roll Social rank
2–8 Lower Middle Class
9–12 Upper Middle Class
Requirements: Smugglers must have a minimum Wisdom/Willpower score of 12, as
they must have enough common sense to help them stay ahead of the law. This kit is
open to all races and classes, but paladin smugglers require special approval from the
DM.
Weapon proficiencies: These characters can select any weapon proficiencies allowed their adventuring classes.
Recommended nonweapon proficiencies: Appraising, forgery, gem cutting, ancient
history, artistic ability, etiquette, pottery, ancient languages, reading/writing.
Equipment: Smugglers seek magical bracers and rings to make themselves more
difficult to be struck or seen. They will wear armor while adventuring—if their character
class allows it. However, they prefer to travel in loose-fitting street clothes and
unencumbered.
Recommended traits: Keen sense of touch, glibness, impersonation, lucky, obscure
knowledge, precise memory.
Benefits: If a smuggler chooses the appraising nonweapon proficiency, he gains a +2
bonus to that proficiency score.
Hindrances: Smugglers on occasion run afoul of the law—or of individuals who try
to pass goods via the character. When this happens, a smuggler might have to rely on his
fellow adventurers for protection.
Wealth: Smugglers begin with the maximum amount of gold allotted to their
character class to reflect the money they earn from their shady dealings.