Halfling Smuggler
Creature 6 — halfling, humanoid
ShadeFlankerLANDhalflinghumanoid
Halfling smugglers are sought out for their ability to deftly navigate the shadowy underworld to move illicit goods and information. Halflings thrive on simple pleasures—having a pint at the pub or warming their feet by the hearth.
Source: pathfinder-npc-core
Perception +13; keen eyes
Languages common, halfling
Skills acrobatics +14, athletics +11, deception +14, intimidation +14, society +10, stealth +15, thievery +16, Underworld Lore +14
Str
+3
Dex
+4
Con
+2
Int
+0
Wis
+1
Cha
+2
Items Filcher's Fork, Sling, Leather Armor, Disguise Kit, Clothing (Fine), Thieves' Toolkit, Arsenic, Elixir of Life (Lesser), Smoke Ball (Lesser)
AC 23
Fort +12
Ref +16
Will +13
HP 95
Speed 25 feet
Offense
Melee Filcher's Fork (agile, backstabber, deadly-d6, finesse, magical) +17, Damage 1d4+9 piercing
Ranged Filcher's Fork (agile, backstabber, deadly-d6, magical, thrown-20) +17, Damage 1d4+9 piercing
Melee Fist (agile, finesse, nonlethal, unarmed) +16, Damage 1d4+9 bludgeoning
Ranged Sling (propulsive, reload-1) +16, range increment 50 feet, Damage 1d4+7 bludgeoning
Abilities
Grease Some Palms — A smuggler is adept at navigating official channels and makes network contacts in order to keep their goods moving. They gain a +2 circumstance bonus to Make an Impression and Request with members of the local bureaucracy.
Keen Eyes — The halfling gains a +2 circumstance bonus when using the Seek action to find Hidden or Undetected creatures within 30 feet of them. Whenever the halfling targets a creature that is Concealed or hidden from them, reduce the DC of the flat check to DC 3 Flat for a concealed target or DC 9 Flat for a hidden one.
Distracting Escape — Frequency once per round
Effect Smugglers succeed by making a move only after they've diverted others' attention. The smuggler Creates a Diversion. If the smuggler became Hidden to at least one creature, the smuggler can then Sneak.
Effect Smugglers succeed by making a move only after they've diverted others' attention. The smuggler Creates a Diversion. If the smuggler became Hidden to at least one creature, the smuggler can then Sneak.
Hidden Pockets — Frequency once per round
Effect The smuggler Interacts to draw an item of light Bulk concealed in one of their hidden pockets. The pockets can store up to four objects of light Bulk. For most smugglers, these items are Arsenic, an Elixir of Life (Lesser), a Smoke Ball (Lesser), and a Thieves' Toolkit. The smuggler can refill the pockets over the course of 1 minute.
Effect The smuggler Interacts to draw an item of light Bulk concealed in one of their hidden pockets. The pockets can store up to four objects of light Bulk. For most smugglers, these items are Arsenic, an Elixir of Life (Lesser), a Smoke Ball (Lesser), and a Thieves' Toolkit. The smuggler can refill the pockets over the course of 1 minute.
Sneak Attack — The smuggler deals an extra 2d6 precision damage to Off-Guard creatures.
WORKS WELL WITH
SnareLANDA controller that keeps a target pinned in place denies it the chance to turn and punish this skirmisher after a Sneak Attack.
AnvilLANDA durable frontline body draws attention away from this fragile skirmisher while it slips in and out for precision Strikes.
PUNISHES
✖ low Perception✖ isolated targets✖ static positioning
Pairing with another precision striker means both compete for the same Off-Guard openings.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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