Smuggling: Difference between revisions
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Smuggling is part skill, part talent, and part luck. The most notorious smugglers in the galaxy get along by making use of their quick wits and savvy. | Smuggling is part skill, part talent, and part luck. The most notorious smugglers in the galaxy get along by making use of their quick wits and savvy. | ||
===Art of Concealment=== | |||
Some smugglers are adept at hiding contraband and weapons, even on their person. When making a Stealth check to conceal an item, you can take 10 even under pressure. Additionally, you can conceal an item as a swift action. | |||
===Fast Talker=== | |||
Smugglers must be quick to explain discrepancies in their cover stories. Once per day, you can take 20 on a Deception check as a standard action when attempting to deceive. | |||
* '''Prerequisite:''' Art of Concealment | |||
===Hidden Weapons=== | |||
* ''Prerequisite:'' Art of Concealment | If you draw a concealed weapon and attack a target that failed to notice the item in the same round, that target is considered flat-footed against you. You can draw a concealed item or a stowed item as a move action. Additionally, if you have the [[Quick Draw]] feat, you can reduce this to a swift action. | ||
* '''Prerequisite:''' Art of Concealment | |||
===Illicit Dealings=== | |||
Smugglers have a knack for locating and negotiating illicit deals. When using Persuasion to haggle for restricted, military, or illegal goods you may roll twice, keeping the better result. | |||
===Surprise Strike=== | |||
Sometimes a smuggler has to fight his way out of a bad situation. If you fail any Deception check to convey deceptive information, you can initiate combat and make a single unarmed attack as a free action in the surprise round (or with a melee or ranged weapon, if you have the [[Quick Draw]] feat); all other combatants are considered surprised even if they are aware of you | |||
Latest revision as of 22:18, 15 January 2023
Smuggling is part skill, part talent, and part luck. The most notorious smugglers in the galaxy get along by making use of their quick wits and savvy.
Art of Concealment
Some smugglers are adept at hiding contraband and weapons, even on their person. When making a Stealth check to conceal an item, you can take 10 even under pressure. Additionally, you can conceal an item as a swift action.
Fast Talker
Smugglers must be quick to explain discrepancies in their cover stories. Once per day, you can take 20 on a Deception check as a standard action when attempting to deceive.
- Prerequisite: Art of Concealment
Hidden Weapons
If you draw a concealed weapon and attack a target that failed to notice the item in the same round, that target is considered flat-footed against you. You can draw a concealed item or a stowed item as a move action. Additionally, if you have the Quick Draw feat, you can reduce this to a swift action.
- Prerequisite: Art of Concealment
Illicit Dealings
Smugglers have a knack for locating and negotiating illicit deals. When using Persuasion to haggle for restricted, military, or illegal goods you may roll twice, keeping the better result.
Surprise Strike
Sometimes a smuggler has to fight his way out of a bad situation. If you fail any Deception check to convey deceptive information, you can initiate combat and make a single unarmed attack as a free action in the surprise round (or with a melee or ranged weapon, if you have the Quick Draw feat); all other combatants are considered surprised even if they are aware of you