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Smuggler

Smugglers are the fastest and best transport pilots in the galaxy. They’re ships are modified to allow them greater speed, firepower, cargo capacity, and speed. Smugglers know their way around starship guns and hand-held weapons. The best smugglers work as freelancers while a few hire out their services to customers like the Hutts. Smugglers will do anything for money and sometimes work as Bounty Hunters and Mercenaries. Many smugglers have at least some formal training in the Military.
Requirements

Base Attack Bonus: +5
Feats: Starship Operation (Transports), Starship Dodge, Spacer, Weapon Group Proficiency (Starship Weapons)
Skills: Pilot 10+, Bluff 6+, Astrogate 5+
Vitality: 1D8

Class Skills
Appraise (Int) / Astrogate (Int)
Bluff (Cha) / Escape Artist (Dex)
Forgery (Int) / Gather Information (Cha)
Pilot (Dex) / Repair (Int)
Speak Language / Survival (Int)

Level Attack Fortitude Reflex Will Special Defense Reputation
1+0+0+1+1Familiarity +1+1+1
2+1+1+2+1Jury Rig +2, Escape Patter+1+0
3+2+1+3+1Familiarity +2+2+1
4+3+1+4+2+3+0
5+3+2+5+2Familiarity +3+4+1
6+4+2+6+3Jury Rig +4+5+1
7+5+2+7+3Familiarity +4+6+1
8+6+3+8+4+7+0
9+6+3+8+4Familiarity +5+8+1
10+7+3+9+5Jury Rig +6+9+1

Class Features

Familiarity: At first level the smuggler may designate any ship that he has been flying for over three months. He then adds the stated bonus to all Pilot and Repair checks on the ship. He also adds the bonus to all attack rolls using that ship’s weapons. Every two levels the bonus increases or the smuggler may designate another craft as a familiar ship. The smuggler may have up to five different familiar ships and he must divide the bonuses between all his familiar ships. Jury Rig: At second level the Smuggler gains a +2 competence bonus on repair checks to attempt jury-rigged repairs. (The bonus increases +2 every four levels)
Escape Pattern: At second level the Smuggler may add his Defense bonus gained from his smuggler levels to his transports defense.

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