Human PR
1
Syndicate Smuggler
Smugglers run the legs the Syndicate does not want traced. They know which inspectors are bought on which shift, and they carry no item that would identify a crew if the run goes wrong.
Black Meridian Syndicate
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 14 (layered leather)
- Hit points
- 38 (7d8 + 7)
- Proficiency
- +2
- STR 11 +0 save +0
- DEX 16 +3 save +5
- CON 13 +1 save +1
- INT 14 +2 save +2
- WIS 12 +1 save +1
- CHA 14 +2 save +2
- Skills
- Deception +4 , Sleight of Hand +5 , Piloting +5
- Passive Perception
- 11
- Languages
- Common, Meridian Cant, Federation Standard
- Found in
- Hyperlane Corridor , The Meridian Run
Equipment
Traits
-
False Manifest
Cargo the smuggler has prepared passes inspection unless the inspector beats an Intelligence (Investigation) check against its save DC.
Actions
-
Semi-Automatic Pistol
+5 to hit · medium range
1d10 + 3 ballistic damage
A shot from a semi-automatic pistol.
-
Pass Inspection Reaction
When a creature within 30 feet inspects, scans or searches cargo the smuggler prepared, the inspector must beat an Intelligence (Investigation) check against its save DC or find only what the manifest says is there.