Halfling SmugglerCreature 6
Source Pathfinder NPC Core
Perception +13 (keen eyes)
Languages Common, Halfling
Skills Lore +14, Acrobatics +14, Athletics +11, Deception +14, Intimidation +14, Society +10, Stealth +15, Thievery +16
Str +3, Dex +4, Con +2, Int +0, Wis +1, Cha +2
AC 23; Fort +12; Reflex +16; Will +13;
HP 95
Speed 25 feet
Filcher's Fork
+17 (+13, +9) to hit (agile, backstabber, deadly d6, finesse, magical) 1d4+9 PiercingFilcher's Fork
+17 (+13, +9) to hit (agile, backstabber, deadly d6, magical, thrown 20) 1d4+9 PiercingFist
+16 (+12, +8) to hit (agile, finesse, nonlethal, unarmed) 1d4+9 BludgeoningSling
+16 (+11, +6) to hit (propulsive, reload 1) 1d4+7 BludgeoningGrease 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 EyesThe 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.
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.
Sneak AttackThe smuggler deals an extra 2d6 precision damage to Off-Guard creatures.
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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
HalflingA creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.