TEXT: 1
  Warrior Prestige Archetype  
  Smuggler Guide
  Carl Cramér
  
  2
  Introduction
  A prestige archetype is a prestige class turned into a 
  normal 20-level class, similar to an archetype or alternate 
  class. 
     The goal when making these prestige archetypes has 
  been to capture the flavor of the prestige class rather 
  than to make an exact copy of how it would normally 
  be. Attack bonuses, hit dice, class skills, spells, and class 
  features have been unified and spread evenly over lev-
  els. This means that most prestige archetypes have their 
  prestige abilities spread over the entire 20 level spread. 
  Unlike how prestige classes normally work, these ar-
  chetypes have a few complete class abilities rather than 
  many abilities limited to a low level. In some cases, you 
  get the choice of one of several class abilities rather than 
  stymied versions of all the abilities. 
     A prestige archetype generally has elements of one or 
  more regular character classes, to represent how prestige 
  prerequisites were met and character development after 
  the prestige class has ended. Sometimes there is more 
  than one class that naturally leads itself to a particular 
  prestige class, which can lead to several different pres-
  tige archetypes for different combinations. A few are 
  not built on a regular class, instead expanding the idea 
  behind the prestige class to a full 20 levels. 
  Prestige vs. Archetype
  One thing about prestige classes is that you grow 
  into them - they can represent special training 
  opportunities that the character did not know ex-
  isted. Prestige archetypes don’t do this; you play 
  a prestige archetype from level one. In this case 
  I’d suggest using the retraining rules - the char-
  acter retrains those abilities that differ between 
  his old class and the new prestige archetype. Or, 
  if this feels cumbersome, simply change the class 
  abilities and say the sudden change is a result of 
  special training. This should generally work fine 
  at lower levels, the more experienced the char-
  acter is and the more abilities it has, the greater 
  the disconnect when those abilities change. GMs 
  wanting this kind of plot are advised to present 
  such options early on in a campaign. 
  Prestige Archetype
  The Smuggler Guide
  Author: Carl Cramér
  Development: Perry Fehr, 
  Mark Gedak
  Editing: Perry Fehr
  Cover Design: Mark Gedak
  Cover Image: Jacob Blackmon
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  Compatibility with the Pathfinder Roleplaying 
  Game requires the Pathfinder Roleplaying Game 
  from Paizo Publishing, LLC. See http://paizo.
  com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publish-
  ing, LLC does not guarantee compatibility, and 
  does not endorse this product.
  Prestige Archetype: The [Class] is copyright 
  2015; Purple Duck Games.
  All text is considered Open Game Content.
  
  3
  Smuggler Guide
  Whenever people and goods are hindered from crossing 
  a border, there are smugglers trying to bypass such con-
  trol. The smuggler guide leads small groups of creatures 
  through dangerous territory to their goal. This is useful 
  to both freedom fighters and criminals, and the line is 
  often hard to draw.
  Build Classes: Ranger.
  Role: Smuggler guides lead small groups of travelers in 
  the wilderness, keeping them hidden and protecting 
  them from danger.
  Alignment: Any. Smuggler guides are often chaotic lon-
  ers, but some are part of organized networks.
  Table 12.1 - Smuggler Guide
  Class 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day
  1
  2
  3
  4
  1st
  +1
  +2
  +2
  +0
  Cell defender +1, smuggling cell, swift 
  traveler +10 ft.
  —
  —
  —
  —
  2nd
  +2
  +3
  +3
  +0
  Teamwork feat
  —
  —
  —
  —
  3rd
  +3
  +3
  +3
  +1
  Endurance, 1st favored community
  —
  —
  —
  —
  4th
  +4
  +4
  +4
  +1
  Smuggler’s bond
  0
  —
  —
  —
  5th
  +5
  +4
  +4
  +1
  Cell defender +2
  1
  —
  —
  —
  6th
  +6/+1
  +5
  +5
  +2
  Teamwork feat
  1
  —
  —
  —
  7th
  +7/+2
  +5
  +5
  +2
  Woodland stride
  1
  0
  —
  —
  8th
  +8/+3
  +6
  +6
  +2
  Grant Endurance, 2nd favored commu-
  nity
  1
  1
  —
  —
  9th
  +9/+4
  +6
  +6
  +3
  Evasion
  2
  1
  —
  —
  10th
  +10/+5
  +7
  +7
  +3
  Cell defender +3, teamwork feat
  2
  1
  0
  —
  11th
  +11/+6/+1
  +7
  +7
  +3
  Smuggling cell (60 ft.), swift traveler +20 
  ft.
  2
  1
  1
  —
  12th
  +12/+7/+2
  +8
  +8
  +4
  Camouflage
  2
  2
  1
  —
  13th
  +13/+8/+3
  +8
  +8
  +4
  3rd favored community, smuggling cell 
  (move action)
  3
  2
  1
  0
  14th
  +14/+9/+4
  +9
  +9
  +4
  Teamwork feat
  3
  2
  1
  1
  15th
  +15/+10/+5
  +9
  +9
  +5
  Cell defender +4
  3
  2
  2
  1
  16th
  +16/+11/+6/+1
  +10
  +10
  +5
  Improved evasion
  3
  3
  2
  1
  17th
  +17/+12/+7/+2
  +10
  +10
  +5
  Smuggling cell (90 ft.), hide in plain sight
  4
  3
  2
  1
  18th
  +18/+13/+8/+3
  +11
  +11
  +6
  4th favored community, teamwork feat
  4
  3
  2
  2
  19th
  +19/+14/+9/+4
  +11
  +11
  +6
  Grant woodland stride, smuggling cell 
  (swift action)
  4
  3
  3
  2
  20th
  +20/+15/+10/+5 +12
  +12
  +6
  Cell defender +5, grant mastery
  4
  4
  3
  3
  Hit Die: d10.
  Starting Gold: 5d6 x 10 gp (175 gp average).
  Class Skills
  The smuggler guide’s class skills (and the key ability for 
  each skill) are Acrobatics (Dex), Bluff (Cha), Climb 
  (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), 
  Handle Animal (Cha), Heal (Wis), Intimidate (Cha), 
  Knowledge (geography) (Int), Knowledge (local) (Int), 
  Knowledge (nature) (Int), Perception (Wis), Profession 
  (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), 
  Stealth (Dex), Survival (Wis), and Swim (Str)
  Skill Ranks at Each Level: 6 + Int modifier.
  
  4
  Class Features
  All of the following are class features of the smuggler 
  guide.
  Weapon and Armor Proficiency: A smuggler guide is 
  proficient with all simple and martial weapons and with 
  light armor, medium armor, and shields (except tower 
  shields).
  Cell Defender (Ex): A smuggler guide is dedicated to 
  ensuring the safety and success of those he leads. The 
  smuggler guide receives a +1 morale bonus on attack and 
  damage rolls made against creatures that threaten mem-
  bers of his smuggling cell (see below). Whenever he uses 
  the aid another action for a member of his smuggling 
  cell, he adds the cell defense bonus to the normal +2 
  bonus of aid other.
     At 5th level and every five levels thereafter, these bo-
  nuses increase by +1, to a maximum of +5 at 20th level.
  Smuggling Cell (Ex): As a standard action, a smuggler 
  guide may designate a number of allies up to 3 + his 
  Wisdom modifier as part of his cell. Members of a group 
  must remain within 30 feet of the smuggler guide in 
  order to gain the benefits granted by a smuggler guide’s 
  other class abilities, detailed below; if they leave this 
  range, the smuggler guide must designate these allies 
  again for them to be included in his group.
     When designating members for a smuggling cell, the 
  smuggler guide can grant one teamwork feat he knows 
  to all members of the newly-formed cell. Cell members 
  do not need to meet the prerequisites of these bonus 
  feats, and retain the bonus as long as they remain cell 
  members. It is possible to re-form a smuggling cell just 
  to change what teamwork feat it confers.
     At 11th level, range increases to 60 feet. At level 13 
  designating members is a move action. At 17th level, 
  range increases to 90 feet. At level 19, designating mem-
  bers is a swift action.
  Swift Traveler (Ex): At 2nd level smuggler guide’s 
  base land speed is treated as being +10 feet faster when 
  determining his overland travel speed while traveling 
  long distances and while outside of combat. Members of 
  his group may use either the smuggler guide’s overland 
  travel speed or their own, whichever is better.
     At 10th level, the bonus to speed increases to +20 feet. 
  Teamwork Feat: At 2nd level, and every 4 levels after 
  level 2, a smuggler guide gains a bonus feat in addition 
  to those gained from normal advancement. This bonus 
  feat must be selected from those listed as teamwork feats, 
  and the smuggler guide must meet the prerequisites of 
  the selected bonus feat. Members of the smuggler guide’s 
  smuggling cell are treated as if they possessed the same 
  teamwork feats as the smuggler guide for the purpose 
  of determining whether the smuggler guide receives 
  a bonus from his teamwork feats. His smuggling cell 
  members do not receive any bonuses from these feats un-
  less they actually possess or have been granted the feats 
  themselves. The allies’ positioning and actions must still 
  meet the prerequisites listed in the teamwork feat for the 
  smuggler guide to receive the listed bonus.
  Endurance: A smuggler guide gains Endurance as a 
  bonus feat at 3rd level.
  Favored Community (Ex): At 3rd level, a smuggler 
  guide grows familiar with and develops trusted contacts 
  in a particular community. While inside the limits of 
  this area, he gains a +2 bonus on initiative checks and 
  Knowledge (local), Perception, Stealth, and Survival 
  checks. Any ally designated as part of the group receives 
  a bonus on these skills equal to half the smuggler’s 
  bonus. A smuggler traveling through his favored com-
  munity leaves no trail and cannot be tracked (although 
  he may leave a trail if she so desires).
     Provided he isn’t in immediate danger (such as flee-
  ing from pursuers right on his heels), a smuggler guide 
  can always find a safe place for him and members of his 
  group to rest in his chosen community At such a loca-
  tion, he and his allies are fed, clothed, and provided with 
  basic medical attention (as if attended by a person with a 
  Heal bonus of +10).
     At 8th level and every five levels thereafter, the smug-
  gler guide may select an additional community in which 
  to receive these bonuses. Each time he selects a new 
  community, the skill bonus and initiative bonus in any 
  one chosen community (including the one just selected, 
  if so desired) increases by +2.
     For the purposes of this ability, a community is consid-
  ered any settlement consisting of 100 or more individu-
  als. The community may be larger than this minimum. 
  Outlying farms, fields, and houses are considered part of 
  a community. 
  Smuggler’s Bond (Ex): At 4th level, a smuggler guide 
  forms a bond with his current companions. This bond 
  can take one of two forms. Once the form is chosen, it 
  cannot be changed. The first is a bond to his compan-
  
  5
  ions. This bond allows him to spend a move action to 
  grant his cell defender bonus (in the form of a morale 
  bonus) to armor class against a single designated target, 
  to all his smuggling cell within 30 feet who can see or 
  hear him. This bond lasts as long as they remain mem-
  bers of the cell, and the target can be changed with 
  another move action.  The target must be designated 
  specifically, so “the orc over there with the axe”, not just 
  “orcs”.
     The second option is to form a close bond with an ani-
  mal companion. A smuggler guide who selects an animal 
  companion can choose from the following list: badger, 
  bird, camel, cat (small), dire rat, dog, horse, pony, snake 
  (viper or constrictor), or wolf. If the campaign takes 
  place wholly or partly in an aquatic environment, the 
  smuggler guide may choose a shark instead. This animal 
  is a loyal companion that accompanies the smuggler 
  guide on his adventures as appropriate for its kind. It 
  shares his cell defender and favored community bonuses 
  and is always a member of his smuggling cell without 
  counting against the size limit and despite language bar-
  riers.
     This ability functions like the druid animal companion 
  ability (which is part of the Nature Bond class feature), 
  except that the smuggler guide’s effective druid level is 
  equal to his smuggler guide level – 3.
  Spells: Beginning at 4th level, a smuggler guide gains 
  the ability to cast a small number of divine spells, which 
  are drawn from the ranger’s spell list. A smuggler guide 
  must choose and prepare his spells in advance.
     To prepare or cast a spell, a smuggler guide must have 
  a Wisdom score equal to at least 10 + the spell level. The 
  Difficulty Class for a saving throw against a smuggler 
  guide’s spell is 10 + the spell level + the smuggler guide’s 
  Wisdom modifier.
     Like other spellcasters, a smuggler guide can cast only 
  a certain number of spells of each spell level per day. His 
  base daily spell allotment is given on Table: Smuggler 
  guide. In addition, he receives bonus spells per day if he 
  has a high Wisdom score (see Table: Ability Modifiers 
  and Bonus Spells). When Table: Smuggler guide indi-
  cates that the smuggler guide gets 0 spells per day of a 
  given spell level, he gains only the bonus spells he would 
  be entitled to based on his Wisdom score for that spell 
  level.
     A smuggler guide must spend 1 hour per day in quiet 
  meditation to regain his daily allotment of spells. A 
  smuggler guide may prepare and cast any spell on the 
  ranger spell list, provided that he can cast spells of that 
  level, but he must choose which spells to prepare during 
  his daily meditation.
     Through 3rd level, a smuggler guide has no caster 
  level. At 4th level and higher, his caster level is equal to 
  his smuggler guide level – 3.
  Woodland Stride (Ex): Starting at 7th level, a smuggler 
  guide may move through any sort of undergrowth (such 
  as natural thorns, briars, overgrown areas, and similar 
  terrain) at his normal speed and without taking damage 
  or suffering any other impairment.  Thorns, briars and 
  overgrown areas that have been magically manipulated 
  to impede motion, however, still affect him.
  Grant Endurance (Ex): Beginning at 8th level, a smug-
  gler guide grants the Endurance feat to all members of 
  his smuggling cell.
  Evasion (Ex): When he reaches 9th level, a smuggler 
  guide can avoid even magical and unusual attacks with 
  great agility. If he makes a successful Reflex saving throw 
  against an attack that normally deals half damage on 
  a successful save, he instead takes no damage. Evasion 
  can be used only if the smuggler guide is wearing light 
  armor, medium armor, or no armor. A helpless smuggler 
  guide does not gain the benefit of evasion.
  Camouflage (Ex): A smuggler guide of 12th level or 
  higher can use the Stealth skill to hide in any of his fa-
  vored communities, even if the surroundings don’t grant 
  cover or concealment.
  Improved Evasion (Ex): At 16th level, a smuggler 
  guide’s evasion improves. This ability works like evasion, 
  except that while the smuggler guide still takes no dam-
  age on a successful Reflex saving throw against attacks, 
  he henceforth takes only half damage on a failed save. 
  A helpless smuggler guide does not gain the benefit of 
  improved evasion.
  Grant Woodland Stride (Ex): Beginning at 19th level, 
  a smuggler guide grants the woodland stride class feature 
  to all members of his smuggling cell. 
  Grant Mastery: At 20th level the smuggling guide shares 
  his evasion, improved evasion, and camouflage class 
  features with his smuggling cell.
  
  6
  Variant Smuggler Guides
  The favored community class feature assumes a rather 
  civilized setting, where communities are large and plenti-
  ful. For a more wilderness-themed smuggler guide, use 
  the rangers favored terrain ability rather than favored 
  community. Remove the grant endurance class feature to 
  make up the balance.
  Favored Class Bonuses
  Instead of receiving an additional hit point or skill rank 
  when he gains a level of smuggler guid, the following 
  races have the option of choosing an alternate bonus as 
  detailed below.
     Dwarf: Add +1/2 to cell defense against creatures of 
  the goblinoid and orc subtypes.
     Elf: Choose a weapon from the following list: long-
  bow, longsword, rapier, shortbow, short sword, or any 
  weapon with “elven” in its name. Add +1/2 on critical 
  hit confirmation rolls made while using that weapon 
  (maximum bonus of +4). This bonus does not stack with 
  Critical Focus.
     Gnome: Add +1/2 to the number of allies you may 
  have in your smuggling cell, but only for creatures with 
  the gnome subtype.
     Halfling: Add +1/2 to the number of allies you may 
  have in your smuggling cell, but only for creatures with 
  the halfling subtype.
     Half-Elf: Add +1/2 bonus on Bluff checks to feint, 
  and gain the same bonus to the DC to resist being 
  feinted against.
     Half-Orc: Add +1/3 to cell defense against foes threat-
  ened by a member of your smuggling cell.
     Human: Grant +1/6 additional teamwork feats (maxi-
  mum +3) to members of your smuggling cell.
  Sample Smuggler Guide
  Below is a sample smuggler guide NPC created using 
  these rules at levels 1, 5, 10, and 15. Favored class bonus 
  is used to provide addition hit points.
  Saan Holo
  I still get a funny feeling about that old wizard and the 
  halfling.  I’m not sure what it is about them, but they’re 
  trouble.
  Saan Holo (CR 1/2; XP 200)
  Male human smuggler guide 1
  CG Medium humanoid (human)
  Init +2; Senses Perception +5
  Defense
  AC 15, touch 12, flat-footed 13 
  (+3 armor, +2 Dex)
  hp 12 (1d10+2)
  Fort +3, Ref +4, Will +1
  Offense
  Speed 30 ft.
  Melee rapier +3 (1d6+2/18-20) or club +3 (1d6+2) or 
  dagger +3 (1d4+2/19-20)
  Ranged light crossbow +3 (1d8/19-20) or dagger +3 
  (1d4+2/19-20)
  Special Attacks cell defense +1
  Statistics
  Str 14, Dex 15, Con 12, Int 8, Wis 13, Cha 12
  Base Atk +1; CMB +3; CMD 15
  Feats Point-Blank Shot, Skill Focus (Acrobatics)
  Skills Acrobatics +8, Climb +5, Knowledge (geography) 
  +3, Perception +5, Profession (sailor) +7, Swim +7; Ra-
  cial Modifiers +2 Profession (sailor), +2 Swim
  Languages Common
  SQ focused studyARG, heart of the sea, skilled, smuggling 
  cell (4 allies)
  Combat Gear potion of cure light wounds; Other Gear 
  studded leather, rapier, club, dagger, light crossbow with 
  10 bolts, backpack, bedroll, belt pouch, explorer’s outfit, 
  flint and steel, hip flask, mirror, signal whistle, trail ra-
  tions (5 days), waterskin, 1 pp, 12 gp, 6 sp
  Saan Holo (CR 4; XP 1,200)
  Male human smuggler guide 5
  CG Medium humanoid (human)
  Init +3; Senses Perception +8
  Defense
  AC 17, touch 13, flat-footed 14 
  (+4 armor, +3 Dex)
  hp 42 (5d10+10)
  Fort +5, Ref +7, Will +2
  Offense
  Speed 30 ft.
  Melee mwk rapier +8 (1d6+2/18-20) or kukri +7 
  (1d4+2/18-20) or club +7 (1d6+2)
  Ranged mwk light crossbow +9 (1d8/19-20)
  Special Attacks cell defense +2
  Spells Prepared (CL 2nd; concentration +3)
     1st—endure elements, resist energy
  Statistics
  Str 14, Dex 16, Con 12, Int 8, Wis 13, Cha 12
  Base Atk +5; CMB +7; CMD 20
  Feats Endurance, Point-Blank Shot, Precise Shot, Precise 
  
  7
  StrikeAPG, Rapid Reload (light crossbow), Skill Focus 
  (Acrobatics)
  Skills Acrobatics +12, Climb +9, Knowledge (geogra-
  phy, nature) +5, Perception +8, Profession (sailor) +11, 
  Stealth +10, Swim +11; Racial Modifiers +2 Profession 
  (sailor), +2 Swim
  Languages Common
  SQ favored community (Port Khalem +2), focused 
  studyARG, heart of the sea, hunter’s bond (allies), skilled, 
  smuggling cell (4 allies), swift traveler +10 ft.
  Combat Gear potion of cure moderate wounds (2); Other 
  Gear +1 studded leather, masterwork rapier, masterwork 
  light crossbow with 20 bolts, club, kukri, backpack, 
  bedroll, belt pouch, explorer’s outfit, flint and steel, hip 
  flask, muleback cordsUE, signal whistle, trail rations (5 
  days), waterskin, 6 sp
  Saan Holo (CR 9; XP 6,400)
  Male human smuggler guide 10
  CG Medium humanoid (human)
  Init +4; Senses Perception +15
  Defense
  AC 19, touch 15, flat-footed 15 
  (+4 armor, +1 deflection, +4 Dex)
  hp 70 (10d10+20)
  Fort +8, Ref +11, Will +5
  Defensive Abilities evasion
  Offense
  Speed 30 ft.
  Melee +1 rapier +13/+8 (1d6+3/18-20) or mwk kukri 
  +13/+8 (1d4+2/18-20) or club +12/+7 (1d6+2)
  Ranged mwk light crossbow +15/+10 (1d8/19-20) or 
  club +14 (1d6+2)
  Special Attacks cell defense +3
  Spells Prepared (CL 7th; concentration +9)
     2nd—barkskin, bear’s endurance
     1st—endure elements, jump, resist energy
  Statistics
  Str 14, Dex 18, Con 12, Int 8, Wis 14, Cha 12
  Base Atk +10; CMB +12; CMD 27
  Feats Deadly Aim, Endurance, LookoutAPG, OutflankAPG, 
  Point-Blank Shot, Precise Shot, Precise StrikeAPG, Rapid 
  Reload (light crossbow), Rapid Shot, Skill Focus (Acro-
  batics, Climb)
  Skills Acrobatics +23, Climb +21, Knowledge (geogra-
  phy, nature) +7, Perception +15, Profession (sailor) +15, 
  Stealth +13, Swim +13; Racial Modifiers +2 Profession 
  (sailor), +2 Swim
  Languages Common
  SQ favored community (Port Khalem +4, New Karkoon 
  +2), focused studyARG, grant endurance, heart of the sea, 
  hunter’s bond (allies), skilled, smuggling cell (5 allies), 
  swift traveler +10 ft., woodland stride
  Combat Gear potion of cure serious wounds (2); Other 
  Gear +1 studded leather, +1 rapier, masterwork light cross-
  bow with 20 bolts, masterwork kukri, club, backpack, 
  bedroll, belt of incredible dexterity +2, belt pouch, ex-
  plorer’s outfit, flint and steel, hip flask, muleback cordsUE, 
  ring of protection +1, signal whistle, trail rations (5 days), 
  waterskin, 7 pp, 30 gp, 6 sp
  Saan Holo (CR 14; XP 38,400)
  Male human smuggler guide 15
  CG Medium humanoid (human)
  Init +4; Senses Perception +16
  Defense
  AC 24, touch 16, flat-footed 20 
  (+5 armor, +2 deflection, +4 Dex, +3 shield)
  hp 103 (15d10+30)
  Fort +10, Ref +13, Will +8
  Defensive Abilities evasion
  Offense
  Speed 30 ft.
  Melee +1 rapier +19/+14/+9 (1d6+4/18-20) or mwk 
  kukri +19/+14/+9 (1d4+3/18-20) or club +18/+13/+8 
  (1d6+3)
  Ranged +1 light crossbow +21/+16/+11 (1d8+1/19-20) 
  or club +19 (1d6+3)
  Special Attacks cell defense +4
  Spells Prepared (CL 12th; concentration +15)
     4th—nondetection
     3rd—darkvision, mass feather stepAPG, water walk
     2nd—barkskin (2), slipstreamAPG
     1st—endure elements, gravity bowAPG (2), jump
  Statistics
  Str 16, Dex 18, Con 13, Int 8, Wis 16, Cha 12
  Base Atk +15; CMB +18; CMD 34
  Feats Crossbow MasteryAPG, Deadly Aim, Endurance, 
  Far Shot, LookoutAPG, OutflankAPG, Point-Blank Shot, 
  Precise Shot, Precise StrikeAPG, Rapid Reload (light cross-
  bow), Rapid Shot, Skill Focus (Acrobatics, Climb), Swap 
  PlacesAPG, Weapon Focus (light crossbow)
  Skills Acrobatics +23, Climb +22, Knowledge (geog-
  raphy, local, nature) +12, Perception +16, Profession 
  (sailor) +18, Stealth +17, Swim +18; Racial Modifiers 
  +2 Profession (sailor), +2 Swim
  Languages Common
  SQ camouflage, favored community (New Karkoon +4, 
  Port Khalem +4, Gulag White +2), focused studyARG, 
  grant endurance, heart of the sea, hunter’s bond (allies), 
  
  8
  skilled, smuggling cell (6 allies, move action, 60 ft.), 
  swift traveler +20 ft., woodland stride
  Combat Gear potion of cure serious wounds (2), wand 
  of bear’s endurance (25 charges), wand of cure light 
  wounds (50 charges); Other Gear +2 studded leather, 
  +1 animated darkwood heavy wooden shield, +1 rapier, 
  +1 light crossbow with 20 bolts, masterwork kukri, club, 
  backpack, bedroll, belt of physical might +2 (Str, Dex), 
  belt pouch, explorer’s outfit, flint and steel, headband of 
  inspired wisdom +2, hip flask, ring of protection +2, signal 
  whistle, trail rations (5 days), waterskin, wrist sheath (2), 
  8 pp, 11 gp, 5 sp, 10 cp
  Wanted in several countries for various “crimes” and 
  with several considerably large bounties pursuing him, 
  Holo Saan wasn’t always a daring blockade runner and 
  smuggler extraordinaire.  Born in the exceedingly sea-
  port of Port Khalem in the violence-obsessed Jheriak 
  Continuance, Holo had to walk a fine line between 
  serving the puppet rule of the Duke, and by extension, 
  the savage Continuance, and working the interests of 
  the Floaters, the local crime syndicate that had an iron 
  grip on the port.  After trying for a while to do the right 
  thing when hardly anyone knew what that was, Holo 
  finally decided to serve himself best.  He “liberated” 
  a confiscated schooner named the Eagle Century and 
  used his contacts and knowledge of Port Khalem to do 
  the most good, and to line his pockets whenever pos-
  sible.  Specializing in moving people and small, valuable 
  cargo, Holo Saan was one of the first blockade runners 
  to make an undetected run to New Karkoon, where the 
  fanatical hobgoblin defenders there rewarded him with 
  his “lucky ring” and contracted him for as many supply 
  runs as they could afford, as long as he survived the sav-
  age malites.  Holo has lately been troubled by the more 
  cause-based nature of his missions, and the empathy 
  that he feels for the beings that he deals with- a danger-
  ous emotion in his line of work.  His secretly-celebrated 
  breakout of Viscount Bothan from Gulag White has put 
  his name on many lips, as a man who can get a person 
  anywhere, or get anything to its destination in one piece.  
  This is drawing a lot of attention, and he will have to 
  soon decide whose fight in the worldwide struggle he is 
  on- and he can no longer choose just himself.
  Communities
  Communities play a major role in the life of a smuggler 
  guide. Below you will find write-ups on the three com-
  munities frequented by Saan Holo.
  Gulag White
  “A Soiled Soul shall come out White, from Discipline, and 
  Knowing Right”- camp motto
  LE small town (prison camp)
  Corruption +4; Crime -4; Economy +1; Law +5; Lore 
  +0; Society -2
  Qualities cruel watch, insular
  Danger +0
    Demographics
  Government Colonial
  Population 390 (~300 prisoners of various races, 90 hu-
  man and half-orc guards)
    Notable NPCs
  • 
  Aloof Warden Warden Arkka Chillbox (LE half-orc 
  sheriff 9)
  • 
  Half-Mad Trusty “No-Nose” (CG old human 
  expert 7)
  • 
  Toughest Prisoner “Princess” Orkanna Aldera 
  (LG human aristocrat 8)
    Marketplace
  Base Value 1,000 gp; Purchase Limit 5,000 gp; Spell-
  casting 4th; Minor Items 3d4; Medium Items 1d6; 
  Major Items —
  Built into a great calving glacier west of the Continu-
  ance, convicts sentenced to Gulag White are roped up 
  the sheer sides, and slide their way out on sealskins that 
  they must hunt themselves.  A fairly standard work-
  camp setup, it maintains a small economy to support 
  itself, and is a port-of-call for ships in need in the north-
  ern seas, for a hefty tariff.
  New Karkoon
  “Those mallies will have Karkoon over my burned corpse.  
  And yours.  And yours…” – General Fethi, hobgoblin com-
  mander
  LE large town
  Corruption +0; Crime +0; Economy -2; Law +0; Lore 
  +0; Society -6
  Qualities defensible, hunted, insular, racially intolerant 
  (elves)
  Danger +25 (mâlites)
    Demographics
  Government Military 
  Population 2,100 (1,700 hobgoblins, 400 dromites)
    Notable NPCs
  • 
  Fanatical Commander General Fethi (LE hobgob-
  lin ranger 12)
  • 
  Inscrutable Psionicist Hakkor Glimmer (LN 
  dromite psion 10)
  
  9
  • 
  Captive Dragon “The Weapon” (LG ancient bronze 
  dragon)
    Marketplace 
  Base Value 1,600 gp; Purchase Limit 10,000 gp; Spell-
  casting 5th; Minor Items 3d4; Medium Items 2d4; 
  Major Items 1d4
  A heavily guarded camp island, the only remnant of 
  the hobgoblin sea empire, New Karkoon is defiance 
  personified.  The fortress of Kadarach Fel is a holdout 
  point against hordes of malites, and is secretly supplied 
  by many nations to act as a killing ground against those 
  pervasive and powerful invaders of Porphyra.
  Port Khalem
  “The Port of Khalem… you’ll rarely find a more wretched 
  hive of scum and villainy.” – Ibo Ibonek, Paladin of the 
  Lost Light
  CE small city
  Corruption +5; Crime +3; Economy +4; Law -6; Lore 
  +1; Society +4
  Qualities decadent, free city, notorious, superstitious
  Danger +25 
    Demographics
  Government Secret Syndicate (Criminal)
  Population 5,000 (3,000 human, 2,000 half-orcs, half-
  ogres, hobgoblins, ogrillons, orcs)
    Notable NPCs
  • 
  Monarchist Puppet Duke Tarkin Ironsword (NE 
  human aristocrat 3)
  • 
  Limbless Crimelord Oota Goota (CE half-ogre 
  kineticist psion 8)
  • 
  Masked Vigilante “The Eye of Night” (LG human 
  monk 8)
    Marketplace
  Base Value 4,900 gp; Purchase Limit 43,750 gp; Spell-
  casting 4th; Minor Items 4d4; Medium Items 3d4; 
  Major Items 1d6
  Port Khalem is on the Sea of Karkoon, it pleases the 
  Jheriaks that most visitors to their kingdom have to cross 
  through some of the most dangerous waters on Porphy-
  ra.  A few Khilite ‘purpleships’ allow passage for foreign-
  ers and Jheriak ships, though it is better not to press the
  issue in Khalem.  Khalem is known to be a rough place, 
  to put it mildly.
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  Warrior Prestige Archetype: Smuggler Guide. Copyright 2015, Purple Duck 
  Games; Author Carl Cramér.
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/WPA Smuggler Guide.pdf