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Pirate (Smuggler)

This shady-looking sailor has a knowing glint in his eyes, which shift from side to side as he evaluates his surroundings.

Pirate (Smuggler) CR 2

Source Isles of the Shackles pg. 57
XP 600
Human rogue (smuggler) 3 (Pirates of the Inner Sea 23)
CN Medium humanoid (human)
Init +6; Senses Perception +7

Defense

AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 20 (3d8+3)
Fort +0, Ref +5, Will +2

Offense

Speed 30 ft.
Melee mwk scimitar +3 (1d6/18–20), sap +4 (1d6 nonlethal)
Ranged shortbow +4 (1d6/×3)
Special Attacks sneak attack +2d6

Statistics

Str 10, Dex 14, Con 8, Int 12, Wis 13, Cha 17
Base Atk +2; CMB +2; CMD 14
Feats Improved Initiative, Toughness, Weapon Finesse
Skills Appraise +7, Bluff +9, Diplomacy +9, Disguise +9, Intimidate +9, Knowledge (local) +7, Perception +7, Sense Motive +7, Sleight of Hand +8, Stealth +8
SQ bribery*, conceal item*, distraction*, rogue talents (fast stealth)
* See Pathfinder Player Companion: Pirates of the Inner Sea

Ecology

Environment any oceans or coastlines
Organization solitary, pair, or team (3–5)
Treasure NPC gear (masterwork studded leather, sap, masterwork scimitar, shortbow with 20 arrows, potion of eagle’s splendor, potions of invisibility [2], other treasure)

Smugglers sneak their ill-gotten gains past nosey port functionaries as well as naval inspections and blockades, and are typically stealthy rapscallions, marvelously gifted beguilers, and nimblefingered pickpockets.