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==== Smuggler ==== Smugglers take things where some sentient-beings don't want them to go. The better a smuggler the longer he stays in the trade without getting killed, whether by customs enforcers or employers that think blasters are cheaper than payment. [[File:SWD5.Smuggler.jpg | 400px | right]] '''LOW-END''', ''Medium sized humanoid, Noble* 3/Scoundrel 2 (merchant/guild)''</br> '''Destiny Points''' 5 (1d4+1), '''Dark Side''' 2</br> '''Armor Class''' 17 (unarmored)</br> '''Hit Points''' 38 (HD 5d6; Second Wind 2d6+6), '''Damage Threshold''' 19 (recover +3)</br> '''Speed''' 30 feet</br> STR 11, DEX 14 (+2), CON 12 (+1), INT 15 (+2), WIS 11, CHA 13 (+1)</br> '''Saving Throws''' Dexterity +5, Wisdom +3, Charisma +4</br> '''Proficiencies''' Simple Weapons, Pistol</br> '''Skills''' Deception +7, Drive +5, Galactic Lore +5, Gather Information +4, Insight +3, Investigation +5, Mechanic +5, Persuade +4, Perception +3, Stealth +5, Thievery +5</br> '''Feats''' Careful Aim (+2 to hit and damage with aim), Point Blank Shot (+1 to hit and damage in base range), Quick Draw, Skill Expertise (Deception), Vehicle Combat (reaction vehicle suffers Β½ damage)</br> '''Talents''' Connections, Jack of all Trades (+2 non-proficient skills), Mechanic (double HP restore to a ship with repair and jury-rig), Smuggler (advantage on stealth and deception checks to hide items in a ship, etc.)</br> '''Senses''' ''passive'' perception 13; '''Languages''' Basic, plus native plus two more.</br> '''ACTIONS'''</br> '''''Blaster Pistol''''' (50 pc). Ranged Weapon Attack +5 to hit, one target; Hit: 3d6+2 energy damage. Range 50/300ft</br> '''Extra Gear''': Field kit, Forgery Kit, a good set of merchant robes/clothing, Heavy transport speeder</br></br> '''PROFESSIONAL''', ''Medium sized humanoid, Noble* 3/Scoundrel 7 (merchant/guild)''</br> '''Destiny Points''' 8 (1d4+1), '''Dark Side''' 4</br> '''Armor Class''' 20 (unarmored)</br> '''Hit Points''' 63 (HD 10d6; Second Wind 3d6+11), '''Damage Threshold''' 20 (recovery +4)</br> '''Speed''' 30 feet</br> STR 11, DEX 16 (+3), CON 12 (+1), INT 18 (+4), WIS 11, CHA 16 (+3)</br> '''Saving Throws''' Dexterity +7, Wisdom +4, Charisma +7</br> '''Proficiencies''' Simple Weapons, Pistol</br> '''Skills''' Deception +11, Galactic Lore +8, Gather Information +7, Insight +4, Investigation +8, Mechanic +8, Persuade +7, Perception +4, Pilot +7, Stealth +7, Thievery +8</br> '''Feats''' Careful Shot (+2 to hit and damage with aim), Double Attack, Double Tap (-2 to hit for +1d weapon damage, uses 2 rounds), Lucky, Pistoleer (pistols, not at disadvantage in melee, bonus for extra range attack), Point Blank Shot (+1 to hit and damage in base range), Quick Draw, Sidestep (reaction, 1d10+13 one range attack), Skill Expertise (Deception), Vehicle Combat (reaction for Β½ vehicle damage of vehicle you piloting)</br> '''Talent''' Connections, Jack of all Trades (+2 non-proficient skills), Presence (advantage Persuasion), Smuggler (advantage on stealth and deception checks to hide items), Spacehound (+2 insight to non-combat skills on a starship), Starship Raider (+2 insight attacks on a starship), Wealth</br> '''Senses''' ''passive'' perception 14; '''Languages''' Basic, plus native plus two more.</br> '''ACTIONS'''</br> '''''Double Attack'''''. With an attack action, attack twice on the round.</br> '''''Blaster Pistol''''' (50 pc). Ranged Weapon Attack +7 to hit, one target; Hit: 3d6+8 energy damage. Range 50/300ft</br> '''Extra Gear''': Field kit, Forgery kit, Repair kit, multiple good sets of merchant robes/clothing, custom space transport
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